We have built a modular Control Rig in Unreal 5.6, and while IK to FK matching works correctly in the rig, but we are facing an issue when applying mocap animation to the characters through the Leve ...
I am seeing an cook failure at the very beginning. It goes away with a retry step via Horde. Please find attached call stack. I am able to consistently reproduce it by wiping all the DDC cache and ...
Since UE5.6, ControlRig.EnableAnimNodePerformanceOptimizations is enabled by default, and this appears to be causing the issue. Specifically, when the control rig’s construction event is processed, ...
In Unreal Engine 5.6 and Main, a glitch occurs when switching between LODs in a character setup that uses a Control Rig to dynamically load the skeleton hierarchy through the Import Skeleton node in ...
When a node has a variable assigned to one of its pins. You will get a crash every time you add a pin. I am sure this goes for all nodes with with the "add pin" functionality [Link Removed] ...
From this UDN: [Link Removed] Suggested fix:Override PostPasteNode to perform the GUID update andAdd validation on load to strip 'invalid' copies that do not correspond to a valid pin input ...
This is an issue with inconsistencies over rig names and how control names are generated. We expect that a control name will be appended with _CONTROL or _CURVE_CONTROL. But because URigHierarchy: ...
In a simple setup of the Fullbody IK control rig node, when you turn on the debug draw of the ik solve. The lines and the skeleton do not align. ...
Currently, the Control Rig Editor allows the user to use the "Instanced Struct" type, for example for a variable or function input/output. However, this type does not seem to be properly supported ( ...
Foreground debug lines are cleared each frame and as a result, dissapear when PIE is paused (even if no persistence is supported, the lines sould be drawn if PIE is paused). We need support for pers ...