Metahuman skeletal mesh and mesh unsynchronised after camera collision with environment

Metahuman skeletal mesh and mesh unsynchronised after camera collision with environment.

Without camera movement run is OK as is shown in figure 1.
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If camera on boom colide with for example wall (figure2) metahuman lost synchronisation (Figure 3)…


Figure 2
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If you change camera for example from 3rd person to 1st person the result is unsynchronised mesh and the next problem that is unsynchronised the skeletal mesh too…
Figure 3
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Please help i tried everything…

In the absence of more details I skip to the most obvious possible explanation: maybe each of your body parts (torso, legs, feet) is referring to the body animation blueprint? If so, you have to refer to this anim BP in the parent Mesh only, keep the anim class or anim asset of torso/legs/feet set to none, and use a SetMasterPose node at ConstructionScript or BeginPlay to set the Mesh anim BP as sync source for torso/legs/feet.

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Hello Friend,
thanks for fast answer it perfectly working for wall collision and swith between cameras :slight_smile: thank you very much i stuck on this for many weeks :-(.

Now i have other problem with physics cloth jacket lost phyhics (white lace in jacket as see in figure) :-(, is there some solution? (before this modification it is working correctly)
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my script with only MESH (anim_BP) and none on legs feet and torso activated in blueprint according this figure
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BRG
Kamil

In your second figure, Mesh should connect new Master bone component.
To have a cleaner code, I suggest your have a look at your default Metahuman blueprint (before your made your custom 3rd person blueprint). You’ll see a function EnableMasterPose(). It uses the Set Master Pose Component, but checks before that Torso/Feet/Legs are valid references. And then in the default blueprint construction script you’ll see how EnableMasterPose() is used. It’s almost the same, but with a little more sanitization.

For your question about your hoodie simulation, are you sure that in the torso mesh details you still have Clothing Simulation Factory = ClothingSimulationFactoryNv? (again, I skip to the most obvious potential explanation)
Best.

I modify block and dont use torso in EnableMasterPose and clothes working OK now :wink:
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I think that is clean (before it was a little mess)
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many thanks
Kamil

Life saver, the node has changed name to ‘set Leader component’ now