# \#skeletalmesh

**URL:** https://forums.unrealengine.com/tag/skeletalmesh/185.md

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## [HideBoneByName does not affect attached components](https://forums.unrealengine.com/t/hidebonebyname-does-not-affect-attached-components/2852162)

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**Author:** [@AgentMic0604](https://forums.unrealengine.com/u/AgentMic0604)\
**Replies:** 1\
**Last updated:** [November 8, 2026, 11:08am UTC](https://forums.unrealengine.com/t/hidebonebyname-does-not-affect-attached-components/2852162 "2026-11-08T11:08:10Z")

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Although the documentation for this function states that it internally sets the bone’s scale to 0, the scale of the objects attached to that bone remains unchanged. This is strange. Even though I explicitly specified th…

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## [How to play multiple skeletal animations simultaneously from a Blueprint?](https://forums.unrealengine.com/t/how-to-play-multiple-skeletal-animations-simultaneously-from-a-blueprint/2848120)

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**Author:** [@AgentMic0604](https://forums.unrealengine.com/u/AgentMic0604)\
**Replies:** 2\
**Last updated:** [November 2, 2026, 6:26am UTC](https://forums.unrealengine.com/t/how-to-play-multiple-skeletal-animations-simultaneously-from-a-blueprint/2848120 "2026-11-02T06:26:25Z")

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I tried to play animations created for each bone in Blender from a Blueprint, but I noticed that when I started playing the second animation, the previous animation was completely overwritten. Since the bones used in the…

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## [Having issues using Quixel Megaplants/Nanite Foliage with Pathtracer?](https://forums.unrealengine.com/t/having-issues-using-quixel-megaplants-nanite-foliage-with-pathtracer/2703286)

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**Author:** [@ntoldiRB1](https://forums.unrealengine.com/u/ntoldiRB1)\
**Replies:** 6\
**Last updated:** [September 28, 2026, 5:23pm UTC](https://forums.unrealengine.com/t/having-issues-using-quixel-megaplants-nanite-foliage-with-pathtracer/2703286 "2026-09-28T17:23:31Z")

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Hi, I recently upgraded to 5.7 hoping to take advantage of Quixel Megaplants/PCG/Nanite Foliage. However, I am running into some issues. I work in Arch VIZ and primarily use Pathtrace. The new megaplants are using a fal…

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## [Unreal appends incrementing number to the name of random bones on skeletal mesh import ](https://forums.unrealengine.com/t/unreal-appends-incrementing-number-to-the-name-of-random-bones-on-skeletal-mesh-import/2691798)

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**Author:** [@Strike\_Digital](https://forums.unrealengine.com/u/Strike_Digital)\
**Replies:** 2\
**Last updated:** [September 24, 2026, 4:55am UTC](https://forums.unrealengine.com/t/unreal-appends-incrementing-number-to-the-name-of-random-bones-on-skeletal-mesh-import/2691798 "2026-09-24T04:55:32Z")

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I’m trying to import a rigged skeletal mesh from blender into Unreal. However, when I do so, random bones have an incrementing number appended to their name on import: The hierarchy in Blender: And then in Unreal, …

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## [AUTOMATIC RETARGETING ANIMATION MADE ORIGINAL MESH AND ANIMATION SEQUENCE HAS DIFFERENT SIZE UE 5.4.4](https://forums.unrealengine.com/t/automatic-retargeting-animation-made-original-mesh-and-animation-sequence-has-different-size-ue-5-4-4/2736371)

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**Author:** [@ArizenHizumi](https://forums.unrealengine.com/u/ArizenHizumi)\
**Replies:** 1\
**Last updated:** [July 19, 2026, 8:29am UTC](https://forums.unrealengine.com/t/automatic-retargeting-animation-made-original-mesh-and-animation-sequence-has-different-size-ue-5-4-4/2736371 "2026-07-19T08:29:13Z")

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PLEASE HELP ME, I REALLY APPRECIATE IT!!! So I have a problem with the Automatic Retarget Animation. Source and Target has different size, the Target is a giant size (got it on internet, when I import it, the size is gi…

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## [UE5 Hair becomes extremely bright near point light / campfire (Specular 0, Roughness 1 doesn't help)](https://forums.unrealengine.com/t/ue5-hair-becomes-extremely-bright-near-point-light-campfire-specular-0-roughness-1-doesnt-help/2736021)

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**Author:** [@BioFrost.in](https://forums.unrealengine.com/u/BioFrost.in)\
**Replies:** 0\
**Last updated:** [July 16, 2026, 12:35am UTC](https://forums.unrealengine.com/t/ue5-hair-becomes-extremely-bright-near-point-light-campfire-specular-0-roughness-1-doesnt-help/2736021 "2026-07-16T00:35:38Z")

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Hi everyone, I’m having an issue with my character’s hair in Unreal Engine 5. Whenever the character gets close to a campfire (Point Light), the hair becomes extremely bright, almost glowing. It looks heavily overexpos…

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## [开启 Raytracing 之后 SkinCache 的数据暴涨 ](https://forums.unrealengine.com/t/raytracing-skincache/2735665)

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**Author:** [@Spike\_Yu](https://forums.unrealengine.com/u/Spike_Yu)\
**Replies:** 0\
**Last updated:** [July 14, 2026, 2:58pm UTC](https://forums.unrealengine.com/t/raytracing-skincache/2735665 "2026-07-14T14:58:19Z")

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5.6 HWRT下SkinCache的优化问题 - International / 简体中文 (Simplified Chinese) - Epic Developer Community Forums 这边遇到了一样的问题，开启 Raytracing 之后 SkinCache 的数据暴涨。 SkeletalMesh 是否可以只对 Raytracing 开放 GPU SkinCache，而屏蔽掉光栅化管线的 SkinCache。 发…

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## [Skeletal mesh nanite and LoD incompatibility](https://forums.unrealengine.com/t/skeletal-mesh-nanite-and-lod-incompatibility/2732739)

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**Author:** [@Coke\_Abad](https://forums.unrealengine.com/u/Coke_Abad)\
**Replies:** 0\
**Last updated:** [July 1, 2026, 11:28am UTC](https://forums.unrealengine.com/t/skeletal-mesh-nanite-and-lod-incompatibility/2732739 "2026-07-01T11:28:43Z")

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Enabling Nanite, disable completely the calculations of LoD levels, witch are used in animation blueprints to disable heavy processing nodes, and for removing bone evaluation. problem seems to come from FSkinnedScenePro…

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## [Invisible custom NPC, or Custom NPC extremely offset](https://forums.unrealengine.com/t/invisible-custom-npc-or-custom-npc-extremely-offset/2723942)

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**Author:** [@Camping\_Hobbit](https://forums.unrealengine.com/u/Camping_Hobbit)\
**Replies:** 0\
**Last updated:** [May 23, 2026, 5:57am UTC](https://forums.unrealengine.com/t/invisible-custom-npc-or-custom-npc-extremely-offset/2723942 "2026-05-23T05:57:36Z")

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This is just something I figured out after way too long, and I wanted to share it in case anyone else was dealing with a similar issue. I was dealing with a very frustrating issue with the custom skeletal mesh that I wa…

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## [Create procedural mesh from animated skeletal mesh?](https://forums.unrealengine.com/t/create-procedural-mesh-from-animated-skeletal-mesh/429492)

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**Author:** [@Cosmik-Debris](https://forums.unrealengine.com/u/Cosmik-Debris)\
**Replies:** 16\
**Last updated:** [May 22, 2026, 9:19pm UTC](https://forums.unrealengine.com/t/create-procedural-mesh-from-animated-skeletal-mesh/429492 "2026-05-22T21:19:51Z")

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Is there a way to do this in C++? I’ve found a couple of things that explain something similar but can’t quite work it out. Basically I want to have a procedural mesh that is an exact copy of the skeletal mesh, includi…

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## [When I create a morph target in my skelatal mesh for a Metahuman the morph target doesn't work on the LODs. ](https://forums.unrealengine.com/t/when-i-create-a-morph-target-in-my-skelatal-mesh-for-a-metahuman-the-morph-target-doesnt-work-on-the-lods/2718592)

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**Author:** [@Tunderwood\_01](https://forums.unrealengine.com/u/Tunderwood_01)\
**Replies:** 0\
**Last updated:** [April 28, 2026, 2:48pm UTC](https://forums.unrealengine.com/t/when-i-create-a-morph-target-in-my-skelatal-mesh-for-a-metahuman-the-morph-target-doesnt-work-on-the-lods/2718592 "2026-04-28T14:48:45Z")

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I create the morph target in the skeletal mesh for my metahuman. When I finish creating the morph target I apply it to the mesh. It then creates the curve along with the morph target. The morph target works with LOD 0 j…

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## [View UVs for Skeletal Mesh](https://forums.unrealengine.com/t/view-uvs-for-skeletal-mesh/471211)

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**Author:** [@kidsmurf2000](https://forums.unrealengine.com/u/kidsmurf2000)\
**Replies:** 10\
**Last updated:** [April 23, 2026, 2:40pm UTC](https://forums.unrealengine.com/t/view-uvs-for-skeletal-mesh/471211 "2026-04-23T14:40:13Z")

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If I have a static mesh, I can view the UVs in the static mesh editor. In the skeletal mesh editor I can’t seem to. Is there a way to do this?

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## [Material Slot Order Completely Broken on Reimport Despite Clean Naming Convention (\_skinXX Suffix Ignored)](https://forums.unrealengine.com/t/material-slot-order-completely-broken-on-reimport-despite-clean-naming-convention-skinxx-suffix-ignored/2711506)

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**Author:** [@iZerat](https://forums.unrealengine.com/u/iZerat)\
**Replies:** 0\
**Last updated:** [April 5, 2026, 7:19am UTC](https://forums.unrealengine.com/t/material-slot-order-completely-broken-on-reimport-despite-clean-naming-convention-skinxx-suffix-ignored/2711506 "2026-04-05T07:19:39Z")

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Hi everyone. I’m experiencing a frustrating issue with material slot ordering when reimporting skeletal meshes in UE 5.3.2. Reimporting a character with 21 material slots (named 00\_eye\_iris\_skin00 to 20\_necklace\_skin20)…

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## [USD Import - Impossible to have authored normals on Skeletal Mesh](https://forums.unrealengine.com/t/usd-import-impossible-to-have-authored-normals-on-skeletal-mesh/2703941)

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**Author:** [@Zoey\_222](https://forums.unrealengine.com/u/Zoey_222)\
**Replies:** 6\
**Last updated:** [March 27, 2026, 10:49pm UTC](https://forums.unrealengine.com/t/usd-import-impossible-to-have-authored-normals-on-skeletal-mesh/2703941 "2026-03-27T22:49:20Z")

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Hello! My intention is to be proven wrong in this thread. So far, it is my understanding that It is currently impossible to import a skeletal mesh from a usd file and to preserve the authored normals inside of it. In o…

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## [Metahuman head SKM seam from top to back ](https://forums.unrealengine.com/t/metahuman-head-skm-seam-from-top-to-back/2708644)

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**Author:** [@Dardromar](https://forums.unrealengine.com/u/Dardromar)\
**Replies:** 1\
**Last updated:** [March 25, 2026, 4:19am UTC](https://forums.unrealengine.com/t/metahuman-head-skm-seam-from-top-to-back/2708644 "2026-03-25T04:19:46Z")

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Hi everyone! I’m search for information, but doesn’t find anything about my question Somebody can told me why is this seam appear on head SKM, after export from MetaHuman Creator? Does exist some ways to fix it?

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## [Camera Focus Point Attachment](https://forums.unrealengine.com/t/camera-focus-point-attachment/2705720)

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**Author:** [@MADMOVIESINC](https://forums.unrealengine.com/u/MADMOVIESINC)\
**Replies:** 2\
**Last updated:** [March 19, 2026, 3:51pm UTC](https://forums.unrealengine.com/t/camera-focus-point-attachment/2705720 "2026-03-19T15:51:29Z")

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Hello there! I use UE5 for cinematic purposes only. I use the Track Actor feature often. It works well for the most part, but if you are tracking a character and their body is moving quite a bit, it can all fall apart. …

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## [Metahuman Clothing assets on mobile are distorted](https://forums.unrealengine.com/t/metahuman-clothing-assets-on-mobile-are-distorted/2694205)

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**Author:** [@engelmanna\_work](https://forums.unrealengine.com/u/engelmanna_work)\
**Replies:** 2\
**Last updated:** [March 6, 2026, 2:18pm UTC](https://forums.unrealengine.com/t/metahuman-clothing-assets-on-mobile-are-distorted/2694205 "2026-03-06T14:18:30Z")

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Summary Metahuman clothing assets in UE 5.7.2 render with severe distortion on Android platforms (and Android Platform preview in editor). I believe the issue may relate to the “Set Leader Pose Component” function in Met…

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## ["Find Collision UV" always returns zero for Skeletal Meshes](https://forums.unrealengine.com/t/find-collision-uv-always-returns-zero-for-skeletal-meshes/378548)

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**Author:** [@Oskar\_Swierad](https://forums.unrealengine.com/u/Oskar_Swierad)\
**Replies:** 56\
**Last updated:** [February 22, 2026, 11:45am UTC](https://forums.unrealengine.com/t/find-collision-uv-always-returns-zero-for-skeletal-meshes/378548 "2026-02-22T11:45:37Z")

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Hi, In UE 4.14.0, the blueprint “Find Collision UV” functions doesn’t work properly with Skeletal Meshes. While it works fine for all other objects, it returns X=0.0, Y=0.0 for any place on Epic mannequin. How to repro…

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## [Mutable crash when combining skeletal mesh parameters with clip mesh modifiers](https://forums.unrealengine.com/t/mutable-crash-when-combining-skeletal-mesh-parameters-with-clip-mesh-modifiers/2687122)

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**Author:** [@neilthom](https://forums.unrealengine.com/u/neilthom)\
**Replies:** 1\
**Last updated:** [February 13, 2026, 3:47pm UTC](https://forums.unrealengine.com/t/mutable-crash-when-combining-skeletal-mesh-parameters-with-clip-mesh-modifiers/2687122 "2026-02-13T15:47:55Z")

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Hi all. I understand that Skeletal Mesh Parameters in Mutable are experimental but wanted to ask if anyone has seen this issue. I am using the new Skeletal Mesh Parameter node in Mutable. I pass 2 mesh params to my char…

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## [Correct Posture Of Visual Override in GSAP](https://forums.unrealengine.com/t/correct-posture-of-visual-override-in-gsap/2698354)

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**Author:** [@Chrizzo](https://forums.unrealengine.com/u/Chrizzo)\
**Replies:** 0\
**Last updated:** [February 8, 2026, 6:09pm UTC](https://forums.unrealengine.com/t/correct-posture-of-visual-override-in-gsap/2698354 "2026-02-08T18:09:59Z")

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Hey guys, I created a metahuman with the height of about 1.88 cm, with is taller than the default character of GSAP and parented it using the visual override to the SandboxCharacter\_Mover BP from the GSAP. Technically i…

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## [Runtime SKM Swap causing weird Inversion and reversed opposite direction curl bones rotations (Legs/Fingers)](https://forums.unrealengine.com/t/runtime-skm-swap-causing-weird-inversion-and-reversed-opposite-direction-curl-bones-rotations-legs-fingers/2697682)

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**Author:** [@Yodaracos](https://forums.unrealengine.com/u/Yodaracos)\
**Replies:** 0\
**Last updated:** [February 6, 2026, 1:14am UTC](https://forums.unrealengine.com/t/runtime-skm-swap-causing-weird-inversion-and-reversed-opposite-direction-curl-bones-rotations-legs-fingers/2697682 "2026-02-06T01:14:09Z")

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I am trying to make a pig riding mechanism that looks something like the one of the right. :horse\_racing: :pig\_face: This is how im programming my mounting event. I’ve added a Play Montage but it might not be necessa…

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## [Ray-Traced Shadows on Nanite Skeletal Meshes: Shadows Appear to Ignore Displacement - Bug or Limitation? ](https://forums.unrealengine.com/t/ray-traced-shadows-on-nanite-skeletal-meshes-shadows-appear-to-ignore-displacement-bug-or-limitation/2352546)

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**Author:** [@ShiinaE](https://forums.unrealengine.com/u/ShiinaE)\
**Replies:** 3\
**Last updated:** [January 31, 2026, 6:55pm UTC](https://forums.unrealengine.com/t/ray-traced-shadows-on-nanite-skeletal-meshes-shadows-appear-to-ignore-displacement-bug-or-limitation/2352546 "2026-01-31T18:55:19Z")

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Hi everyone, I’ve been working with ray-traced shadows on Nanite skeletal meshes and noticed something unusual. It seems like the shadows are being calculated based on the mesh’s original geometry before displacement is…

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## [HitResult bone is None when PerPoly collision On](https://forums.unrealengine.com/t/hitresult-bone-is-none-when-perpoly-collision-on/355397)

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**Author:** [@anonymous\_user\_635538ed](https://forums.unrealengine.com/u/anonymous_user_635538ed)\
**Replies:** 2\
**Last updated:** [January 24, 2026, 1:05pm UTC](https://forums.unrealengine.com/t/hitresult-bone-is-none-when-perpoly-collision-on/355397 "2026-01-24T13:05:58Z")

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Hello. I have a skeletal mesh with enabled per poly collision. When i do a multi line trace by channel there is no bone in Hit Result. Is there any way to get Bone name when per poly collision is on?

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## [Material Editing on Skeletal Meshes](https://forums.unrealengine.com/t/material-editing-on-skeletal-meshes/2690326)

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**Author:** [@MADMOVIESINC](https://forums.unrealengine.com/u/MADMOVIESINC)\
**Replies:** 7\
**Last updated:** [January 13, 2026, 9:17pm UTC](https://forums.unrealengine.com/t/material-editing-on-skeletal-meshes/2690326 "2026-01-13T21:17:52Z")

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Hello there! I’m wondering if there is currently way or a plan to implement a way to edit materials on Skeletal Meshes. This is a huge limitation for if you download a character that is rigged, you can’t just directly ed…

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## [How can I find the Primary and Secondary axes in the Basic IK function inside a Control Rig properly?](https://forums.unrealengine.com/t/how-can-i-find-the-primary-and-secondary-axes-in-the-basic-ik-function-inside-a-control-rig-properly/979618)

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**Author:** [@Portine](https://forums.unrealengine.com/u/Portine)\
**Replies:** 7\
**Last updated:** [January 12, 2026, 12:25pm UTC](https://forums.unrealengine.com/t/how-can-i-find-the-primary-and-secondary-axes-in-the-basic-ik-function-inside-a-control-rig-properly/979618 "2026-01-12T12:25:15Z")

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I’m having a lot of trouble trying to figure out what the Primary and Secondary axes (shown in the function) can be, I followed tutorials but none helped me in this case, I still can’t find out what values these should b…

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## [My character spins in the air. After I tried to make it ragdoll.](https://forums.unrealengine.com/t/my-character-spins-in-the-air-after-i-tried-to-make-it-ragdoll/2689134)

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**Author:** [@NEYSE\_O001](https://forums.unrealengine.com/u/NEYSE_O001)\
**Replies:** 2\
**Last updated:** [January 2, 2026, 11:42am UTC](https://forums.unrealengine.com/t/my-character-spins-in-the-air-after-i-tried-to-make-it-ragdoll/2689134 "2026-01-02T11:42:08Z")

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I want to practically disable capsule component and use physics asset (skeletal mesh’s collision) only. Capsule component stops the chracter from hitting to wall or lying in the ground etc. I set skeletal Mesh’s collisi…

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## [Why does applying physics to my Skeletal Mesh changes the approx size? ](https://forums.unrealengine.com/t/why-does-applying-physics-to-my-skeletal-mesh-changes-the-approx-size/2688775)

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**Author:** [@mooneon](https://forums.unrealengine.com/u/mooneon)\
**Replies:** 0\
**Last updated:** [December 31, 2025, 5:00pm UTC](https://forums.unrealengine.com/t/why-does-applying-physics-to-my-skeletal-mesh-changes-the-approx-size/2688775 "2025-12-31T17:00:58Z")

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Loading in my model seems fine and all but until I start doing the physics asset or apply clothing data onto the model. The approx size in the stats changes dramatically. Reopening the skeletal mesh and/or physics asset…

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## [Vertex color turn whitish if bone are mannipulated since 5.7](https://forums.unrealengine.com/t/vertex-color-turn-whitish-if-bone-are-mannipulated-since-5-7/2686498)

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**Author:** [@greatmazingerz](https://forums.unrealengine.com/u/greatmazingerz)\
**Replies:** 0\
**Last updated:** [December 20, 2025, 6:32am UTC](https://forums.unrealengine.com/t/vertex-color-turn-whitish-if-bone-are-mannipulated-since-5-7/2686498 "2025-12-20T06:32:24Z")

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Versions 5.6 and earlier: During Edit Mode, the mesh turns whitish. However, upon validating the modification, the mesh returns to its intended original color. Version 5.7: The mesh turns whitish, but when the modific…

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## [5.5-5.6 Interchange consistent hang on FBX Skeletal mesh import, happend on two different PC's.](https://forums.unrealengine.com/t/5-5-5-6-interchange-consistent-hang-on-fbx-skeletal-mesh-import-happend-on-two-different-pcs/2686163)

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**Author:** [@Gamador1984](https://forums.unrealengine.com/u/Gamador1984)\
**Replies:** 0\
**Last updated:** [December 18, 2025, 7:28pm UTC](https://forums.unrealengine.com/t/5-5-5-6-interchange-consistent-hang-on-fbx-skeletal-mesh-import-happend-on-two-different-pcs/2686163 "2025-12-18T19:28:47Z")

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Interchange hangs on import 100% of the time for me if I import a skeletal mesh after loading a level that its used in. Ive left it for hours before and its never completed its import. Is there a way to fix this or is it…

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## [How to get the default bone positions of a Skeletal Mesh?](https://forums.unrealengine.com/t/how-to-get-the-default-bone-positions-of-a-skeletal-mesh/2675543)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 1\
**Last updated:** [December 18, 2025, 6:50pm UTC](https://forums.unrealengine.com/t/how-to-get-the-default-bone-positions-of-a-skeletal-mesh/2675543 "2025-12-18T18:50:49Z")

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I want to get the relative position of a bone from the origin on a skeletal asset using Blueprint. The position before transformation with Anim BP. Is this possible?

[Next page](https://forums.unrealengine.com/tag/skeletalmesh/185.md?match_all_tags=true&page=1&tags%5B%5D=skeletalmesh)
