Description

Currently we build what source curves we are going to remap is done inside of: FIKRetargetCurveRemapOp::AnimGraphPreUpdateMainThread

But in our ikretarget processor code we skip calling that function if the RetargetFrom mode is ERetargetSourceMode::SourcePosePin.

 

if (Processor.IsInitialized() && RetargetFrom != ERetargetSourceMode::SourcePosePin)
{
    GetPoseToRetargetFromSourceMesh(TargetMeshComponent);
    if (SourceMeshComponent.IsValid() && TargetMeshComponent)
    {
       Processor.OnAnimGraphPreUpdateMainThread(*SourceMeshComponent.Get(), *TargetMeshComponent);
    }
}

This is further confirmed because the retarget preview view works and shows curves moving through the under the hood animgraph.

 

Steps to Reproduce

Animblueprint Setup:

  1. Create new animblueprint
  2. Add an animation with attribute curves as a sequence player node.
  3. Add a retarget from source mesh node.
  4. Change the Retarget From property to Source Pin
  5. Connect that to the sequence player node and then into the output of the animation.
  6. Create a new RetargetAsset and put that in the IKRetargeterAsset property.

Retargeter Asset:

  1. After creation:
  2. Delete all precreated ops.
  3. Add a RemapCurves op.
  4. In the "CurvesToRemap" options add one remap option that takes a curve from the animation used to a new curve.

Note: that in this setup no curves are transferred through the animgraph.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-360794 in the post.

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Unresolved
ComponentUE - Anim - Rigging - Retargeting
Affects Versions5.65.7
CreatedJan 14, 2026
UpdatedJan 14, 2026
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