So my skeletal meshes are playing their animations correctly, but each skeletal mesh shows up twice in the renderer - doing the animation, and also T-posing at the origin of the world.
I know for sure it isn’t just another skeletal mesh because when I delete all the characters it’s gone, and when I leave any one character, the phantom T-poser shows up in the render again. So I think each skeletal mesh is being displayed both animated and in its bind pose.
See that there is only the animated skeletal mesh in the editor, but in the render there’s the T-poser(s) in the back:
(That broken geometry-looking stuff in the back is just unrelated stuff I haven’t hidden yet)
More info
- This issue is happening in both Sequencer and Movie Render Queue, both 4.26 and 4.27.
- There is no extra geometry in the basepose file (fbx). (definitely no copy that hasn’t been bound, for example)
- When I move a skeletal mesh from the origin, its phantom T-poser follows. (can’t just move everything in the scene up and leave these phantoms underground)
- This isn’t happening for the other skeletal mesh in my level - the animated version is the only one in the render.
- I’ve hidden unused actors via Hide Actor In Game in the Sequencer, in each sequence they’re not a part of. Visible is checked in the Details panel on all of them.
Ideas?