Hey does anyone know why if I add a new skeletal mesh to the blueprint it breaks the face connection from the body in sequencer?
So if I add say new skeletal mesh to the torso like a jumper, then when I move the Metahuman in sequencer the face mesh becomes laggy l, disconnects and follows behind the body. I’m not sure if it is blueprint related because when I add a new Metahuman that I haven’t made any changes to it has the same problem. The face and body stay connected when I simulate and play the sequence but just can’t seem to fix this. Any thoughts would be great.
Same in UE4 and 5
Thanks
Jonny