Hi,
I would like to change skeletal mesh for a Character at runtime, but I found a problem - when using animation blueprint, updating the mesh causes all animations to stop and the character is T-posing. What is the proper way to update such skeletal mesh?
From the actor/spawn/character skeletal mesh component —>set mesh
not from ABP
That’s what I do and it results in a T-pose. ABP no longer runs after such switch.
Make shure that both skeletal meshes share the same skeleton else you cant play the same animations. You might also need to do animation retargeting. Animation Retargeting | Unreal Engine Documentation
The skeletons are different but marked as compatible. That’s why everything works when the mesh is set upfront.
To whoever stumbles upon this - the issue was with ABP linked layers. They need to be re-linked after changing the mesh.
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