When starting the Editor, Layered Blend Per Bone nodes using Blend Masks inside dynamically linked Anim Layers completely ignore the blend pose (evaluating to 0.0 weight for all bones). Disconnecting/reconnecting and recompiling fixes it for the session, but it breaks again on the next Editor boot. This does not happen if s.AsyncLoadingThreadEnabled is disabled.
By debugging the engine source code, we caught the exact moment of failure. During the asynchronous loading phase inside FAnimationRuntime::CreateMaskWeights(), the pointer to the UBlendProfile asset is not null, but we inspected its object flags:
BlendMask->HasAnyFlags(RF_NeedPostLoad) returns TRUE
BlendMask->HasAnyFlags(RF_LoadCompleted) returns TRUE
FLinkerLoad::CreateExport()
FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl()
UAnimGraphNode_LayeredBoneBlend::ValidateAnimNodeDuringCompilation()
FAnimNode_LayeredBoneBlend::RebuildPerBoneBlendWeights()
FAnimationRuntime::CreateMaskWeights()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-391440 in the post.
| 0 |
| Component | UE - Runtime - Anim BP |
|---|---|
| Affects Versions | 5.7 |
| Created | Aug 11, 2026 |
|---|---|
| Updated | Aug 20, 2026 |