Mutable - morph does not work for a skinned mesh with more than one uv channel

Hello,

The morph functionality fails when the skinned mesh contains more than one UV channel in a Customizable Object.

A sample project demonstrating this issue is attached.

The project includes two skinned meshes — one with a single UV channel and another with two UV channels. Each mesh has an assigned morph target.

Additionally, there are two customization instances: CO_Cube_1uv_Inst and CO_Cube_2uv_Inst.

When modifying the parameter ‘Param’, the morph updates correctly in CO_Cube_1uv_Inst but does not update in CO_Cube_2uv_Inst.

Is there an workaround or fix available?

Thanks a lot,

Andi,

Thanks for raising this. I’ve logged an issue, but I’m still working on finding a workaround for you.

https://issues.unrealengine.com/issue/UE-349204

The primary issue is that we check the customizable instance to see if any components need updating before running the morph target copy, and the mesh with 2 UV sets indicates that it does not require an update.

Dustin

Hi!

I just found this topic after days of banging my head off the wall trying to figure out why my morph targets werent being applied until after I re-compile. I checked, and the assets I’m using do indeed have 2 uv channels. (honestly didnt even know a model could have multiple uv channels - im not a modeller)

Anyway, I looked at your issue tracker thing which states that its fixed, but for v5.8. As v5.7.2 was only just released, I’m wondering when this fix will actually be available for regular muggles like myself. I checked github and there doesnt seem to be a branch for any 5.8 beta build yet etc.

Is there anything I could do in my 5.7.2 project to get this working, cause its been driving me absolutely crazy! :smiley:

TY in advance <3