I have found that with mutable-generated skeletal mesh, it will have strange deformations, such as vertex weights that have been incorrectly calculated
Mutable currently does not automatically detect if a SKM has more than 8 bone influences per vertex. Probably what is happening here is that your SKM has 12 influences and those larger than 8 get remapped to other bones.
You can manually change this setting in Engine\Plugins\Mutable\Config\DefaultMutable.ini. Uncomment ;CustomizableObjectNumBoneInfluences=Eight and set it to Twelve.
Oh my God… I searched for that setting within Unreal Engine but never thought to check the config files . I’ll take a look. Thanks!
Did you solve it?
Still the same, nothing seems to have changed
You can use the meta human head for testing, it must play an animation
Did you solve it?
Sorry for the delay in responding. My issue was indeed the bone limit per vertex. The solution suggested by @GerardMTE completely fixed the problem.
This doesn’t fix the issue either. When regenerated as mutable, the skeletal mesh skin values change. However, when using the same mesh in the mutable sample project, there are no issues.
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