Have you checked the material parameters and made sure that it works on morphs, which is just unreals name for blend shapes? I know that some materials by default don’t have this option toggled so once they move they will drop back to look like the default mat.
this is odd. I’m getting no errors, neither in the material or the blueprint or in game. My model looks fine with the correct shader in viewport(and the bp also looks correct in the viewport), but when i jump in game, it applies the default material onto it. If i open the bp, the skeletal mesh also has the default material in the bp editor. Again, no errors no anything.
If i apply directly the shaders to the skeletal mesh(without bp) it also works in editor or in game.
I also have no logic that would mess up the shader in bp.
And finally, i have restarted the engine,but no good. Anyone experienced this?
update…seems like this happens when the animations from my animation bp kick in(im using blend layered blend per bone. not exactly sure why they are deleting my materials- maybe its a bug?(i got 4 blend poses)
but this only happens with my material. the one that was created by default, just the blinn with the texture in emissive doesn’t get swapped.
sir, u are the real deal. it was the morph targets option ! thank you
for some reason my comment disappeared. You are the real deal! It fixed it! the morphs option!