Metahumans Legs are glitching Help

It looks to me that the Top and Bottom Skeletal Mesh Component are probably slaved to the Body, meaning the Body owns the BoneCache and is the Leader, and the Top and Bottom are Slaves sharing the same bone cache. It is very important that all three of these Mesh Components change LODs at the exact same time. The Body Skeletal Mesh probably removes bones at each LOD, The Top and Bottom Mesh “probably” do the same bone reduction as the Body, but if the Body changes LODs to a more crude LOD and the Top and Bottom mesh don’t change at the same time, there will be verts skinned to non existent bones since the Body owns the bones for all the Slaves. This is why it is critical that these Slave meshes change LODs at the exact same time as the Master/Leader. You can use a LODSync component to do this or you can set a property on the Top and Bottom Mesh Component to use the LOD of the LeaderPoseComponent which in your case is probably the body. An easy way to prove this is change the view mode to LODColoration:
ConsoleCommand: viewmode LODColoration. Viewport Modes In Unreal Engine | Unreal Engine 5.3 Documentation | Epic Developer Community. If the Top and Bottom meshes don’t change at the same time as the arms then most likely this is what you are seeing.

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