Description

When we perform a retarget from an input pose rather than another mesh, the transforms within the anim bp have already been conformed to the target mesh by translational retargeting and compatible skeletons. When translational retargeting is disabled on all of the mesh's bones, and the ref poses have the same bone orients (so compatible skeletons doesn't come into play), we still get different results because the IK retargeter only has access to the target mesh's retarget pose and not the source. You can see this in FAnimNode_RetargetPoseFromMesh::EnsureProcessorIsInitialized where the source and target mesh components are the same.
If we supported a property on the retarget anim node that allowed users to specify a different mesh for the source retarget pose, it would at least fix the situation where translational retargeting is disabled and there was no compatible skeleton fixup.

Steps to Reproduce
  1. open the project attached [Link Removed]
  2. open L_RetargetTest_2 in the Developers folder
    1. The actor on the left is running an inline retarget on the MH female mesh (the pose on the overlaid manny mesh is just there as a reference)
    2. The actor on the right is running a retarget from the source mesh (Manny)
  3. Move one of the actors so that the root locations are the exact same
    1. Expected behaviour: the manny mesh and the MH female mesh for both actors will have the same transforms so will overlap exactly
    2. Actual behaviour: the manny meshes overlap exactly but you can see a slight offset in the two MH female meshes (see screenshot)

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-354447 in the post.

0
Login to Vote

Unresolved
CreatedNov 19, 2025
UpdatedNov 20, 2025
View Jira Issue