SkeletalMesh with OpenGL/EGL Rendering issues

I have run into a rendering issue with OpenGL and Skeletal Meshes. Models that work fine under the other renderers appear black under OpenGL. Under certain lighting conditions there is some color there, but the textures are either missing or lit/rendered incorrectly.

This appears to be with any Skeletal mesh with OpenGL, where the only change is switching renderer (either running the editor or game with -opengl4). A static mesh of the same model renders correctly.

Using an empty project and a stock skeletal mesh (in this example the Epic’s Belica model from the marketplace), this is what I see:

  • When rendered with Metal/Vulkan/DirectX it renders correctly, and looking at the world normals it looks as expected.
  • When rendered with OpenGL the model is black under most lighting conditions (rotating the light to certain positions reveals some color, but the materials are wrong/missing
  • Opening the model and making a static copy results in a correct looking model
  • Looking at the world normals shows the static model has correct looking normals, but the Skeletal mesh is black.
  • Looking at the model in the model viewer window with OpenGL rendering, shows it is rendered incorrectly and shades of grey.

Is there something that needs to be done with Skeletal models when using OpenGL? Or some setting that needs changing somewhere?

Or is this a bug?

This is currently a showstopper for offscreen rendering on Linux of Skeletal meshes as offscreen rendering requires the use of EGL, and results in these issues.
I am currently using Unreal 4.24.3.

Any help or insight is greatly appreciated.
Thanks.