Control Rig compile issue - Re-Entry of Instructions

UE - CAPT - Control Rig - Jan 8, 2026

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 ...

Provided example Control Rig Python scripts that feature calls to GetControlRigBlueprint need to be updated to GetControlRigAssetInterface.

UE - CAPT - Control Rig - Dec 9, 2025

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 ...

Morph target is not applied on the first frame in Level Sequence

UE - CAPT - Control Rig - Dec 4, 2025

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 ...

When ControlRig.EnableAnimNodePerformanceOptimizations is enabled, the default pose briefly appears after the Control Rig is reinitialized

UE - CAPT - Control Rig - Sep 1, 2025

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, ...

LOD glitch when using Control Rig with Import Skeleton node

UE - CAPT - Control Rig - Aug 26, 2025

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 ...

Crashes when attempting to use an Instanced Struct inside Control Rig / Rig VM

UE - CAPT - Control Rig - Mar 17, 2025

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 ( ...

Skeletal mesh ddc key is always regenerated on load when LOD bones to remove are set

UE - CAPT - Control Rig - Feb 20, 2025

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 ...

Add support for Debug Persistent Foreground Line Batcher

UE - CAPT - Control Rig - Jan 7, 2025

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 graph marks Compile as dirty

UE - CAPT - Control Rig - May 8, 2024

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.  ...

Editing Filtered Channels in Details panel doesn't update Spawn Control Node

UE - CAPT - Control Rig - May 7, 2024

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: [ ...