Master Pose Component Issue

Hello :slight_smile:

I seem to have run into a strange issue when using the Master Pose Component that I’m not really sure how to fix… I set the Master Pose Component in the Construction script as seems to be the way (I have also tried it in Begin Play just for sanity sake), I have 4 Skeletal Meshes (Added components) set as the target (Head, Chest, Arms, Legs), and the Master Bone Component is set to the main Mesh of the BP, which is just a “blank” Master Skeleton (Skeletal Mesh) that they all share.

The meshes attach fine, and they animate as I would expect in the viewport. However… When I drop the character into the level (I am not possessing it, think of it like an NPC at this point), it drops into idle pose (first frame), but stops animating. If I run up to it, still nothing. Now it gets weird, if I turn my player camera view away from it (so it is completely off screen) and then look at it again, it will animate for a few frames, and stop again. Everything seems to behave fine in every other area of the engine (Mesh viewer, Skeleton Viewer, Character BP Viewport) but at runtime, this is what happens…

Any help would be very much appreciated :smiley:

Hi there @DiagaDumah,

A Video would be very helpful. But, the behavior doesnt sound like an issue the Master Pose Component, it sounds like an issue with Base Skeleton. If you hide base skeleton it will stop animating. A Blank Skeletal Mesh, suggests there is no skeleton which could produce a similar result. You can use the Console Command ‘Show Bones’ to see the skeleton bones at run time. I recommend using a skeleton mesh with geometry as the base mesh until you resolve the issue.

Hello @TechLord thank you very much for the quick reply :slight_smile:

The Skeletal Mesh isn’t entirely blank, I have a single poly plane at its root to skin the bones to, to prevent the need to ‘hide’ it, which can also cause problems. I did manage, after a whole lot of google searching, to find a buried solution, whether its ideal or not, I am unsure.

Apparently changing the Parent Mesh (Master Bone Component) from “Always Tick Pose” to “Always Tick Pose and Refresh Bones” solves the issue. The character properly animates in game. However, as I said, I am entirely unsure if this is the ideal solution or not, because any tutorial or post I’ve seen about the Master Pose Component never mentions having to switch this Flag.

6 Likes

Hi @DiagaDumah, Glad to hear you found the solution. Sounds like its ideal solution if it resolved the issue.

Hopefully, I just wonder about the performance hit of a flag like that, but time will tell I guess. :slight_smile: Thank you for your time @TechLord , I appreciate it.

Hi @DiagaDumah,

Master Pose Performance Comparison Chart on UE4 Documentation Working with Modular Characters.

Hah… I must have looked over that article a bunch of times, and completely missed the performance chart :smiley: Thanks for pointing that out.

Thanks, DiagaDumah! I was getting almost same strange results - one of my child meshes was jiggling and those effect disappeared after I was moving my camera away and back. You solution helps with my issue also.

Thank you for finding this solution is very helpful!