When working with a Control Rig in Sequencer, compiling the Control Rig used by an actor will cause the rig to no longer drive movement for the actor's skeletal mesh. Licensee provided sample proje ...
Reported by licensee in [Link Removed] Changes made to the Curve node in a Control Rig Blueprint aren't saved back to the original node when the changes are made in the Details panel of the bluepri ...
When importing animations with numeric names from fbx in UE5.2 or later, the AnimationSequence asset is created but the animation data is not imported. The workaround is to not prefix bones with num ...
In UE5.1, the Result pin of the ControlRig cast node could be broken, but it cannot be broken from UE5.2. ...
It seems that URigVMBlueprint::CompileLog is spamming the log whenever a call to BP_SCOPED_COMPILER_EVENT_STAT, including for blueprints that are unrelated to control rig. The log messages are only ...
FBIK becomes extremely unstable when the root bone scale has a value other than 1. ...
Report from a licensee that InitializeControlRigComponent using CR_Frame_Destructible in city sample is taking a lot of frame time. It seems that a lot of time is being spent hashing and also URigV ...
When trying to copy/paste values from anything to a Transform variable's values, it will not happen. Additionally, you cannot copy/paste anything from a Transform variable. I repro'd this 3/3 times. ...
After remove control rig track from the skeletal mesh, Linked Anim Graph in Post Process Anim BP of the SK Mesh does NOT work. This issue can be fixed by the following code.// add #include "Anima ...
This is a regression. Tested in //UE4/Release-4.27 CL18319896 An assertion is thrown when changing Animation Mode to any other mode while a Control Rig is selected. ...