Fixed selection outline reverting to T-pose when clearing skinned mesh materials#672
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adriengivry merged 2 commits intoOverload-Technologies:mainfrom Apr 9, 2026
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adriengivry
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Looks mostly good, I haven't tested it, but I'm guessing if a material uses a shader that doesn't support skinning, this will cause the outline to still use skinning, which shouldn't be the case. The original material needs to be considered.
Can you confirm that this bug occurs?
To repro the potential bug:
- Duplicate the standard shader
- Remove skinning feature from the duplicated shader
- Create a material using the non-skinned standard shader
- Create an Actor with a model renderer, material renderer, and skinned mesh renderer.
- Apply the new material to the material renderer
- Set an animation
- Notice that while the model isn't skinned, the outline is
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Good catch, confirmed and fixed ! |
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Description
This PR fixes a bug where the Scene View selection outline for skinned meshes reverts to the T-pose after clearing a material slot in
CMaterialRenderer.Root cause:
nullptr, which disabled skinning for outline rendering.Fix:
OutlineRenderFeature, skinning is now decided from the resolved target material (regular material withOUTLINE_PASSor fallback outline material), not only the original material pointer.mesh->HasSkinningData()checks to keep skinning activation consistent and safe in both stencil and outline paths.Related Issue(s)
Fixes #671
Review Guidance
Material Renderer.Screenshots/GIFs
Checklist
I have commented my code, particularly in hard-to-understand areasI have updated the documentation accordingly