Description

"Hello, we've found a quirk with ABP's pose watch and compatible skeletons. Same setup as above. We have skeleton A as the base and skeleton B as a compatible skeleton. They both share similar hierarchy (although not identical) The ABP has skeleton A by default but will use skeleton B at runtime. Pose watches look correct at preview time. During runtime the pose watches look incorrect. However, setting the PreviewMesh at runtime to skeletonB fixes the problem. I couldn't find a relevant bug in the system but I wasn't sure if it was the intended behavior."

Steps to Reproduce
  1. Add 'SK_Mannequin' as a compatible skeleton to 'UE4_Mannequin_Skeleton'.
  2. Add 'SK_Mannequin' and 'UE4_Mannequin_Skeleton' to a level.
  3. Set both to use 'ABP_Manny' animation blueprint.
  4. Open 'ABP_Manny' and add a pose watch on a node.
  5. Start PIE, set SK_Mannequin as the debug object in Persona, verify pose watch displays correctly.
  6. Set UE4_Mannequin_Skeleton as the debug object

EXPECT

The pose watch in PIE and in the persona viewport match and appear correctly

ACTUAL

The pose watches do not match.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-161450 in the post.

1
Login to Vote

Fixed
ComponentUE - Anim - Runtime - Anim Blueprints
Affects Versions5.0
Target Fix5.5
Fix Commit36632871
CreatedAug 19, 2022
ResolvedSep 26, 2024
UpdatedOct 2, 2024
View Jira Issue