I’ve stumbled upon a issue on my personal project and decided to test it out in the lyra project witch provided the same results.
I’m not sure if it’s the skeleton mesh, rendering or the material that’s bugging out.
The active blueprint in the video is just the SKM_Manny skeleton playing an idle animation via an animBp. Settings is default lyra project settings.
The skeleton(gun) in the video is 4km(400110,0 units) away from the origin.
I get the same result when attaching the gun to the unreal skeleton(hand bone) or when moving the gun on it’s own while fetching socket transform from character(in the anim BP).
I don’t seem to get the same result when randomly moving the gun on it’s own, so i guess this has something to to with the animation somehow.
The skeleton mesh behaves normal(as expected) when being closer to the world origin.
I guess this has something to do with float precision and i’ve tried enabling large world setting with no result.
same result in editor and standalone.
There might be something obvious i’m missing here but i’m not seing it.
Any assistance is much obliged