We are currently developing our own control rig system, and it works fine in editor, but it does not work in standalone mode.
That is strange, and it turned out that the
LinkID is set to
Control Rig node.
And why would that happen???
So… We need to find where ue4 set up the
LinkID. After some boring debug, we’ve found that the ue4 set the value in
FPoseLinkMappingRecord::PatchLinkIndex function when the animation blueprint is compiled:
Actually we have managed to change the
LinkID when we click the compile button. But things just get strange when we play in standalone mode.
Let’s check the animation blueprint stuff, it seems there exists only one node in the compiled animation blueprint:
So it is time for us to check
Now we need to go through
USkeletalMeshComponent::InitAnim function. It seems that
AnimScriptInstance variable is already wrong, which means that
AnimClass variable is not right(see
It seems that there is something wrong with module.
Let’s try to put the control rig graph node in develop module. Hmmmm… And it worked!
Just place file
AnimGraphNode_Control.h in the folder
And just add
"AnimGraph"to the PrivateDependencyModuleNames in file