Compiling a specific graph construction generates a compile error and blocks the execution of the graph. Sync to AnimSandbox CL 49645845 See attached picture and attached Control Rrig asset ...
The unreal.ControlRigContextMenuContext.get_control_rig_blueprint() this function has been deprecated in Unreal Engine 5.7. As a result, the Python scripts included with the Control Rig plugin no ...
When a skeletal mesh with morph targets spawns in the sequence, the morph is not reflected in the first frame. In the ProcessStage_SkinCache call of SkeletalMesh, MorphVertexBuffer->SectionIds is ...
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 ...
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 ( ...
In FMeshBoneReduction::ReduceBoneCounts we are calling InvalidateDeriveDataCacheGUID. If a user has specified bones in the Bones To Remove array for the mesh LOD, this will invalidate the guid. Th ...
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 ...
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: [ ...