System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36
Blender Version
Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: rBf6cb5f54494e
Short description of error
I have a character rig that uses soft body proxy meshes to deform parts of the mesh for secondary motion/movement. These proxy meshes don't update correctly during animation render if they are hidden in viewport via outliner, causing my mesh to deform unpredictably/inaccurately compared to the baked simulation. If these soft body proxy meshes are visible in viewport (but disabled in Cycles visibility) they will update correctly and predictably.
Exact steps for others to reproduce the error
Make a proxy mesh around an armature deformed mesh. Set this proxy mesh to use soft body physics. Child both to the same bone(s). Use mesh deform modifier on the armature mesh, link it to the proxy mesh. Run a simulation and bake the output to disk. Hide the proxy mesh in viewport/render via outliner then run a opengl render or cycles animation render. The deformed mesh will lag/overshoot the baked soft body deformations. Comparatively, make the proxy mesh visible in viewport/render again and the deformed mesh will follow exactly as predicted.
I made a stripped out .blend of my scene to highlight the problem
