Jumping to specific frame in morph target animations broken in UE5.7

This issue was noted while migrating our project from UE5.5 to UE5.7. When jumping in time inside the level sequence that animates a skeletal mesh with morph targets, the skeletal mesh is not updated when setting the play-head at the very first frame of the morph target animation or somewhere before.

This issue seems to be visible only when setting cvar “r.SkinCache.CompileShaders=True”. In our project this is required due to “r.RayTracing=True”. The issue cannot be reproduced in UE5.5.

Tested with UE 5.7.2 and confirmed the issue is still present.

Steps to Reproduce

  • Open level “Reproducer_Sample”
  • Open level sequence “LevelSequence”

  • Play animation and watch the actor “FbxScene_Assembly”

--> Starting from frame 500 skeletal mesh “Rollo” and static mesh “Animated_Cube” are moving into -X

  • When finished, set the play-head to frame 500 or to any frame before

--> “Animated_Cube” is moving to the correct position whereas skeletal mesh is not updated at all

Hey there,

We’ve fixed this issue in a recent submission, and it will be released in a hotfix (5.7.3). If you are running a code project, you can integrate this change:

https://github.com/EpicGames/UnrealEngine/commit/71004a086e7a6a1bbf2dfa2243d1ff735445bc62

Dustin

Hi Dustin, thank you so much for that quick response and fix!