When a layered control rig track is added to the sequencer the character’s legs will collapse into the body of the character. Switching the layer to additive will do nothing. Trying to force the ani ...
Expanding pins and moving nodes in the graph marks the Control Rig blueprint as dirty, requiring a recompile of the entire blueprint. Blueprints do not do this. ...
An external user reported that creating and editing filtered channels in the details panel does not propagate to the node in the graph, thus making it unusable. Here is a video with the issue: [ ...
It seems that switching the preview mesh in the control rig editor is affecting the initial transforms in the hiearchies of related control rigs in the level viewport. This seems to be due to the c ...
Many of the animation asset editors don't display static mesh attachments in the way that the anim sequence or anim bp editor do. This prevents users from previewing characters that are built from ...
Errors from EdGraph nodes aren't being piped into the compiler results log. This can make it difficult to track down what's broken in larger rigs. ...
This issue seems to only occur when using the hotkey to create comments. Using the r-click menu seems to work as expected. ...
When attempting to connect the output of a branch node to a downstream node that is already connected to one of the other outputs of the branch, users see a 'cycles are not allowed' message preventi ...
A change was made a while back so that control rig debug print messages would be displayed in the animation editor preview windows. This is done via calling UEngine::DrawOnscreenDebugMessages from ...
It seems that local variable creation in control rig isn't following the pattern with regular control rig variables (and general blueprint variables) where the last created and/or edited variable ty ...