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.
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: