Hey guys
So i have been weight out using leader pose component vs copy pose from mesh.
Copy pose from mesh allows me to have a node in my animation blueprint (or post animation blueprint) on an asset so i like it cos it gives me more control.
But our programmers saw your documentation and they are pushing for leader pose component.
I have issues with leader pose - it seems to kill my animation blueprint logic - regardless if its post or normal.
My control rig and correctives stuff just gets killed by it.
On top of that animation curves also get overriden/killed.
Is it a normal behaviour?
Is this even a valid concern to avoid copypose from mesh?
I am just going to copy 60 bones max to drive my asset core bones and then they can have all their corrective logic on top of it so copypose from mesh seems to me like a nice one to use.
But if you can somehow point to me how to make leader pose working like that i am open to it so feel free to explain 
Cheers
J
Steps to Reproduce
Hey guys
So i have been weight out using leader pose component vs copy pose from mesh.
Copy pose from mesh allows me to have a node in my animation blueprint (or post animation blueprint) on an asset so i like it cos it gives me more control.
But our programmers saw your documentation and they are pushing for leader pose component.
I have issues with leader pose - it seems to kill my animation blueprint logic - regardless if its post or normal.
My control rig and correctives stuff just gets killed by it.
On top of that animation curves also get overriden/killed.
Is it a normal behaviour?
Is this even a valid concern to avoid copypose from mesh?
I am just going to copy 60 bones max to drive my asset core bones and then they can have all their corrective logic on top of it so copypose from mesh seems to me like a nice one to use.
But if you can somehow point to me how to make leader pose working like that i am open to it so feel free to explain 
Cheers
J
Hi, yeah, what you’re describing is the expected behaviour with the Leader Pose Component. The performance gain with that feature is because it disables any animation blueprint logic on the target mesh, and instead, only the bone/curve data from the leader mesh is used on the target. That means if you have any bespoke animation logic on the target mesh (like pose drivers for corrective bones in post process anim bps) that logic won’t run when a lead component is set.
If your meshes are all different enough that they need bespoke anim bps to be running for corrective bones, etc, one alternative that you might want to look at is just enabling Leader Pose Component when the mesh is running at a lower LOD. We do this in Fortnite to help improve scalability while retaining fidelity on higher detail characters. When a character is in the background, we set a Leader Pose Component, and when the character moves into the foreground, we unset the leader to go back to using Copy Pose.
Thx Euan - This is really helpful!
No problem. If you go down the route of switching between copy pose and leader pose component for high/low detail, feel free to let us know if you run into any issues. Sometimes you have to force a refresh of the pose (with zero delta time tick of the animation system) to get that to work. I think there are some other EPS threads about it but I’m happy to discuss it further if you need.