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Setting MINWEIGHT to anything below 0.04f in LODUtilities.cpp causes artifacts on the skeletal mesh

I have a rig with weights that go all the way down to 0.002 and want to import it into Unreal, except unreal prunes any weights below 0.01 by default.
So I decided to change the default value of MINWEIGHT in LODUtilities.cpp from 0.01f to 0.002f, which caused this issue whenever I tried importing my .fbx file:


The issue persists in t-pose as well, not just during an animation, is there a possible fix to this that doesn’t involve pruning all of the weights below either 0.01 or 0.005