Control Rig settings are not retained between editor sessions or carried into deployed game
Project sample included for easier reproduction
Steps to Reproduce From Attached Sample
1. Unzip and open attached project sample
2. Press PIE, or observe the current pose of the Third person mannequin in the viewport.
Note: The arm is morphed as shown in the attached armproblems.png
3.Navigate to the Thid Person Animation Blueprint's Anim Graph.
4. Go to the control rig, disconnect the control and reconnect the control, compile, and save.
5. Observe the Animation Blueprint Viewport preview, and note that the animation renders properly again.
6.Package the game for Windows 64, Launch the executable.
Result:
control rig distorts the rendering of the mannequin, as shown in armproblems.png
Expected:
the control rig to continue to work the same way between editor sessions or when building the game.
Steps To Reproduce From Scratch:
1. Start a project with the control rig plugin enabled and based on the Third Person template.
2. Create a control rig for the Mannequin skeleton.
3. For the control rig logic, try something simple like a SetRotation node on spine_01, affecting the children, with a FromEuler rotation of 0, 90, 90. This twists the mannequin quite obviously around its waist.
4. In the animation blueprint event graph, add a new float variable, Alpha, and set it to oscillate by setting it to GetUnpausedTimeSeconds -> Sin -> Abs.
5. Run the game and see the expected animation.
6. Restart the engine, run the game again, see that the animation has broken: only the midsection of the Mannequin is being modified.
7. Open the Control Rig. Disconnect the execution pin and reconnect it.
8. Run the game again, and see that the animation is once again how it should be.
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17 |
Component | UE - Anim - Rigging - Control Rig |
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Affects Versions | 4.25.1 |
Target Fix | 4.26 |
Created | Jun 10, 2020 |
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Resolved | Aug 11, 2020 |
Updated | Aug 14, 2020 |