I have a skirt skeletal mesh that has some morphs which I am controlling with bone drivers. I assigned the animation blueprint as a post-process anim BP in the skirt mesh asset. Using the transform (modify) bone node shows me that the drivers are working as expected:
However, when I attach the skirt skeletal mesh to the character mesh using master pose component, the post-process blueprint doesn’t work anymore and the drivers don’t function. When I place it as a standalone object into the level it works correctly.
Why would attaching the skirt to the character cause the post process blueprint to stop working?