There's also a mask by polygroups feature. Mask the area>ctrl+w to convert mask to polygroup>set mask by PG to 100. And there's a dedicated Move Topological brush.
Or try selecting the offending mesh, and bring up Hypergraph w/ Heirarchy. There may be two Shape connections to the same mesh, and the bad one should be deleted.
I am working on the hk416 /w attachments in all quad topology, trying to model it as clean as possible and this is my acog for hk416. It is my personal project
Ok, finally got some spare time. Will make a sample UPK w/mesh and animations... and put all scripts needed. Need to get some coffee in my system first...
Currently, my status is implementing some modular assets for the environment (walls, doors, pillars, windows, staircase) and blocking out assets w/o textures to get a better understanding of the overall