Description

When MotionExtrantorModifyer is applied to a skeletal mesh, it outputs an import error of AnimationModifierLibrary when the editor is launched. The project module and the AnimationModifierLibrary module are loaded in the same default phase, but in the case of C++ projects, the skeletal mesh is loaded in GameMode with chain. This causes the package to fail to load because it loads faster than the AnimationModifierLibrary is actually loaded. The workaround is to adjust the assets so that they are loaded after the module. 

Steps to Reproduce
  1. Create a third-person project in C++
  2. Create a blueprint that extends MotionExtrantorModifyer
  3. Apply the Modifyer to the skeletal mesh used by character class (“/Game/Characters/Mannequins/Animations/Quinn/MF_Idle.MF_Idle”) and save it
  4. Restart the editor, the following warning log is output and Modifyer does not work
LogLinker: Warning: [AssetLog] *\MyProject\Content\Characters\Mannequins\Animations\Quinn\TestModifyer.uasset: VerifyImport: Failed to find script package for import object 'Package /Script/AnimationModifierLibrary'
LogLinker: Warning: [AssetLog] *\MyProject\Content\Characters\Mannequins\Animations\Quinn\TestModifyer.uasset: CreateExport: Failed to load Class /Script/AnimationModifierLibrary.MotionExtractorModifier as Parent for BlueprintGeneratedClass /Game/Characters/Mannequins/Animations/Quinn/TestModifyer.TestModifyer_C - both will fail to load 

In the attached reproduction project, we can reproduce this issue by launching it in the editor.

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Unresolved
ComponentUE - Anim - Runtime
Affects Versions5.5
Target Fix5.6
CreatedFeb 12, 2025
UpdatedMar 3, 2025
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