Possible Blueprint Rendering Bug

Hello ,

After looking over your settings for importing your skeletal mesh, it looks correct. Have you thought about using the Master Pose Component instead using multiple SkeletalMeshComponents that share animation? The MasterPoseComponent property tells a component where to get its animation pose from.

Mr. Triplett,

Yes, that approach works (i.e. all of the meshes appear all of the time, and they all cast a shadow). In fact, this was my initial approach back in Aug 14. Other problems related to sub-classing blueprints, for example:

link text

led me to try the modular pawn approach. I very much appreciate your efforts to help me find the source of the problem. As I seem to be the only person with this problem, however, I don’t wish to waste any more of your time. If you believe that this may actually be a bug, however, and have other things that you would like me to test, I would be happy to help. If not, please feel free to mark the issue as closed (and I promise not to give you a hard time about it this time). Thank you again for your help.