Ok, I think this one has broken my brain,
I have a custom SkeletalMeshComponent, and I override GetRenderMatrix().
Now, I have two functions, let’s call them GetRenderMatrix_Old() and GetRenderMatrix_New(), both defined as const, and they both return an FMatrix in the form of:
FMatrix adjTransform = ComponentToWorld.ToMatrixWithScale() * AdjustedViewProjectMatrix * InverseOldViewProjectMatrix
return adjTransform;
Now, when debugging, they both give EXACTLY the same numerical values for the all the components that make up the matrix (ComponentToWorld, AdjustedViewProjectMatrix, InverseOldViewProjectMatrix), as well as the final result (adjTransform ).
What totally breaks my mind is that when using GetRenderMatrix_New() instead of GetRenderMatrix_Old(), the actual rendering of the mesh is totally messed up. Please note that both functions are defined as const (so they cannot change class members) and they take no input parameters.
I am seriously 75WAT here.
Does anyone have any ideas how I can even begin to figure out what is going on here?