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Troubleshooting
Quick fixes for the things people hit first, then the current limitations.
- Is the Deformer Graph plugin enabled? TensionFX can't run without it. Edit → Plugins → search Deformer Graph → enable → restart. See Installation & Setup.
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Did you set the Default Mesh Deformer? Open the skeletal mesh, search
deformin Details, set the matchingDG_TensionFX_*graph. See Use it on your own mesh. -
Want to confirm the vertex colors are there? Two quick ways:
- Enable the viewport's Vertex Colors show-flag (View Mode → Vertex Colors) and select the mesh — you'll see the raw red/green stretch/squash directly. (On MetaHumans, see the note below.)
- Create or reuse a Material Instance of
M_TensionDebugand assign it — it pipes the vertex color straight to emissive.
- Does your material read the right channel? It needs a Vertex Color node feeding your effect — R/G for standard meshes, R (stretch) / Alpha (squash) for MetaHumans.
The effect updates live in the level viewport — you don't have to be in PIE.
The material is fine — the Material Editor's preview mesh just has every
vertex-color channel set to 1 (full white), so every stretch and squash effect
fires at once and it reads as blown-out. Judge the look on your actual animating
mesh in the level instead.
The first time you enable TensionFX on a fresh project, the MetaHuman skin material instance sometimes doesn't recompute right away. Force a refresh by toggling any shader-affecting setting once (e.g. flip Use Animated Maps, or toggle Micro Skin Details off and back on). The effect was working the whole time; the MI just wasn't redrawing. This is a one-time hiccup on first setup.
When you inspect a MetaHuman with the Vertex Colors show-flag, it won't show the bold red/green you get on the sqworm: stretch is in Red, but squash lives in Alpha, which that view doesn't display the same way as Green. That's expected — judge the result by the shaded roughness/color response while the mesh animates.
A current limitation, and it's about geometry, not shading: the head and body are separate skeletal meshes, and TensionFX measures stretch within a single mesh — it can't measure across the gap between them. So under strong stretch the two sides can compute slightly different values at the neck and reveal a faint line. To minimize it, keep the head and body skin material settings as similar as possible so both sides react the same way across the seam.
These are known gaps in the current version, called out so you're not surprised:
- Seams under extreme stretch (MetaHuman) — see above.
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The sqworm example material is intentionally simple — it doesn't use the modern
reroute-node setup that the MetaHuman skin functions do. It's a starting point to
customize. (Use
M_TensionDebugto inspect the raw vertex colors.)
Re-open the Examples level — if the bundled examples work and your mesh doesn't, the difference is almost always (a) the Default Mesh Deformer isn't set, or (b) your material isn't reading the right vertex-color channel.
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