Thats because Unreal Engine is able to store skeleton data for each mesh is using that skeleton…
Thats not 100% i mean im not sure about engine share virtual bones or not… im pretty sure ue store skeleton informations / mesh (like if you have extra bones in your mesh that will be not used)
Try to add virtual bones when you open the other mesh , then skeleton and save that…
if “different” virtual bones apper we are sure ue save virtual bones / mesh too…
Hello everyone, I am a beginner on Animation.
I am using the default UE mannequin skeleton for all humanoid characters. I have added 2 virtual bones on the default skeleton.
Now there’s a strange problem: When skeletal meshes are imported applying the exactly same skeleton, they all lose the virtual bones. Even if I export the default mannequin and reimport into the engine, it still does not have the virtual bones.
Thank you very much for your reply. I was trying your method and I have a update for anyone who encounters the same problem:
The engine crashed while I tried to rename the Virtual Bones which are existing but not fuctionning. When I restart the project the Virtual Bones are right in their place, perfectly fuctionning…I wish the engine crash can save us always like that.