UE5 ControlRig issue - LevelSequencer
Say, you have a Character.
You asigned a AnimationBP to it.
Inside the ABP, you have some AnimGraphNodes to switch between animation, ControlRig to manipulate bones, etc, etc.
In Game, during runtime, you get to make the character "LookAt" wherever you want it to look.
And one day, cutscene guy comes to me, "Animation doesn't switch, facial blending doesn't run, etc, etc, everything seems to be broken one I track the CR_LookAt".
What?
So I investigated.
It seems, Unreal Engine will replace whatever you've assigned to SkeletalMeshComponent.AnimClass, to something called ControlRigLayerInstance.
k..... of course you are going to lose everything!!!
Talking to Epic.
I brought the issue to Epic in 2023/08/09 and I don't think there's a solution yet (as of 2025/04/11), so the only viable workaround would be "baking".
Remember to Bake before you start using ControlRig, kids!
But sometimes, you need to bake multiple times cus you have different things that doesn't work with each other. So, bake, save as other track, bake, save as, bake, save as... It's not intruative and it requires a lotta uncessary work.
So, in 2024/08/02, I created a "Helper".
Well, if ControlRig tracking and ABP can't coexist, why not track something else? As long as I can 1. find my CnotrolRig_LookAt and 2. manupulate its Controls. Thing will work out.
A brief intrruduction to my ControlRig_LookAt:
Comments
Post a Comment