Morph Target flicker default target on visibility toggle

Hi Andrew!

Sorry to bother You again :slight_smile:

Let’s forget what I’m trying to do for awhile, I’ve attached a project that has minimal things in order to make this bug appear. The mesh included has morph target “Triangle” which is triangle and the basis shape is a cube.

Now there is an actor CubeToTriangleActor which :

  1. Begin play sets morph target “Triangle” to 1.0, show it only shows a triangle shape.
  2. On tick, it toggles the visibility of the SkeletalMeshComponent on every odd/even second.

Now if You press play and watch closely, when the mesh comes back to visible it randomly shows couple of frames as a cube. I presume it remembers that the morph target “Triangle” is set to 1.0. It should only show the triangle shape pop in and out of visibility. There is some bug (at least on my hw) that it flickers the ORIGINAL shape of the skeletal mesh without ANY morph targets applied. THIS is the bug.

I’m pretty sure that the 4.6 static mesh morph targets will be enough for optimization, but the basis why we did this, is that the target meshes has significantly lower poly count than the morphing version of the mesh. We could apply this optimization with the new static meshes as well - this is why I’m so persistant :wink: