I ran into an edge case today that maybe rare to get into but I thought I’d share the case and solution here. With my metahuman set up, as a possessible, with the Face_AnimBP assigned to the Face skeletal mesh component, it would only stick if construction event is called. Being a possessible, when loading up a sequencer, the construction script is never called and the head remains detached. To test it, I ended up making an idemopotency button that set and unset the anim blueprint just to dirty the details panel to fire the construction script and it worked as a temp bandaid fix, but was not ideal.
But after further investigation, it seems like the root cause was due to corrupt data in the CDO. How I kind of concluded this was in two ways:
- Rebuilding the blueprint from scratch and swapping out the actor resolved the issue.
- Building a second skeletal mesh component called
Face2and then reparenting and swapping the blueprints over also fixed it, but once I renamed it toFaceit would detach again. So to valid this this, I reverted back to square one to ensure that it was detaching, and the simply renaming the skeletal mesh component fixed the issue.