Control rig not applied when launching in standalone

Confirmed in 4.23 Main @ CL 5728426 (Differences in control rig nodes noticed in 4.23 (Executeable, ApplyFK not accessible via context menu, no input for Hierarchy))

Steps to Reproduce

Sample Project Attached

  1. Create a 4.22 project and enable control rig plugin
  2. Copy TutorialTPP skeletal mesh from engine content to /Content.
  3. Create a control rig in content browser
  4. In control rig -> Import copied TutorialTPP mesh to hierarchy
  5. Create ApplyFK node - Set joint (ex upperarm_l ), add rig reference node (rig reference node / hierarchy ref not applicable in 4.23?) connect to hierarchy ref of apply FK
  6. Set TutorialTPP mesh in preview scene settings and compile
  7. Set translation in ApplyFK node to 100 in X - you will see the arm separate from the body.
  8. Drag your TutorialTPP mesh into the level
  9. Create animBP from TutortialTPP (optionally, drag newly created animBP to /Content)
  10. In animBP - wire Copy Pose From Mesh Node -> Control Rig Node -> Final Animation pose.
  11. Set the rig in the Control Rig animBP node. (no difference seen when setting Post Process Anim Blueprint in skeletal mesh)
  12. Assign animBP to skeletal mesh in world
  13. Save map with animBP skeleton and set as startup map in project settings.

Result: Skeletal mesh will have arm separated when playing in PIE and Packaged Game, arm will not be separated when launching in standalone.

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-72326 in the post.

Login to Vote

ComponentAnim - ControlRig
Affects Versions4.224.23
CreatedApr 4, 2019
UpdatedApr 4, 2019