Open GiM-GamesInMotion opened 5 months ago
I have made some test. I found that MorphTargets still work in packaged project with UE4.27 & gFurPro for UE4.27. With UE5.0.3 & gFurPro for UE5.0, MorphTargets does not work in packaged project.
Not only in packaged project, if you build UnrealEngine 5 as "Debug/DebugGame/Development" mode, and launch UnrealEditor with cooked asset (in the "[YourProjectName]/Saved/Cooked" directory), MorphTargets does not work also.
Check this out ! https://github.com/EpicGames/UnrealEngine/commit/3c578e0fd47c102d60792d83d60031d452ef0649
Vertices info is empty in ActiveMorphTargets, cuz source morph data is stripped for cooked build, so there is my temp solution for this issue :
Any idea if something can be done in gFur to fix the issue?
Hello, sorry for the late reply. We had vacations and some complications.
As far as I understand that fix for cooked build is made in unreal engine file and not in gFur, right? Do you see any way we could do the fix in gFur?
Thank you
Tom GiM
On Fri, Jul 26, 2024 at 5:03 AM MorrisLee @.***> wrote:
Check this out ! @.*** https://github.com/EpicGames/UnrealEngine/commit/3c578e0fd47c102d60792d83d60031d452ef0649
Vertices info is empty in ActiveMorphTargets, cuz source morph data is stripped for cooked build, so there is my temp solution for this issue : Modify.png (view on web) https://github.com/user-attachments/assets/9f5aa90b-159c-4c5e-8267-3e54b4426f3c
— Reply to this email directly, view it on GitHub https://github.com/GiM-GamesInMotion/gFurPro/issues/26#issuecomment-2251874305, or unsubscribe https://github.com/notifications/unsubscribe-auth/AETT5IYTHGP4D57Y4DLIYTTZOG36PAVCNFSM6AAAAABJ54EYLCVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDENJRHA3TIMZQGU . You are receiving this because you authored the thread.Message ID: @.***>
gFur follows morph targets in editor/PIE, but it doesn't work in a packaged project.