Hi, I’m wondering if UE4 code has good skinning implementation. For example when we look at SkeletalRenderCPUSkin.cpp, exactly in the SkinVertexChunk function, we could examine that the matrices that affects tangents in vertices have full transformation carried with (scale, position, rotation). But for me it seems it should be rather to use rotation only matrices for vertex tangents components, and only full matrices for vertex position components. I make this assumption because imo scale should only affect position of vertex but not the normals (or tangents), which may cause artifacts after the mesh was skinned.
Am I right in this case? Could someone explain me this implementation point of view a little bit? Thanks in advance for replies