Animations do not display correctly when using a female skin.

Summary

I created a system where a custom animation made in a Level Sequence is converted into an Animation Sequence, assigned to a chair as a custom animation, and played by the player’s character as soon as they sit down. Since male and female skins have different skeletons, it is necessary to create separate animations for each.

The animation created for male skins moves exactly as produced in the Level Sequence, but for female skins, the movement (specifically, the position of the hands, etc.) differs from what was created in the Level Sequence. For example, in the image, I moved the Control Rig for a TNTina NPC Spawner to create an Animation Sequence, but even if I use the TNTina skin myself in the actual game and play that animation, it does not result in the same pose as created in the Level Sequence.

However, when other players view my character while the animation is playing, the animation appears to be playing perfectly as intended from their perspective. It was also confirmed that when viewing my own character playing the animation in Replay Mode, the movement is exactly as intended. In other words, only for the player playing the animation themselves, and only when using a female skin, the correct animation is not being displayed.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Character

Steps to Reproduce

1.Use an NPC Spawner in a Level Sequence, move the Control Rig to create movement for the character, and then turn that movement into an Animation Sequence. (For verification, use a female character for the NPC Spawner.)

2.Assign the created custom animation (the Animation Sequence created earlier) to a custom animation for a chair, so that the player’s character performs that animation movement upon sitting.

3.Use a female skin in a playtest and see if your own character performs the same movement as the NPC Spawner character in the Level Sequence. (At this time, using the same character as the female character assigned in the NPC Spawner makes it easier to see the differences in animation.)

Expected Result

If the above steps are followed, the character should perform the ideal movement and poses exactly as created in the Level Sequence, even when playing the animation while using a female skin.

Observed Result

In reality, the character performs a broken pose that differs from the pose created in the Level Sequence. However, from the perspective of other players or in Replay Mode, the character is performing the pose exactly as created in the Level Sequence.

Platform(s)

PC

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Thanks for the details, we’ll get someone to take a look.

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(post deleted by author)

I found out something, so I will share it.

I found that this phenomenon is a problem that occurs if a male skin is used even once within that match. If you enter a match wearing a male skin, or wear a male skin in the locker, the animations created for female skins will not be displayed correctly in that match.

But the biggest mystery is that the animations are displayed correctly for other players and in replays even after changing from a male skin to a female skin. In other words, it does not mean that the skeletal mesh etc. for male skins are fixed by wearing a male skin.

By the way, “SK_M_Female_Base_Skeleton” is assigned to the skeletal mesh of the animation sequencer produced for female skins.

I will correct this.

Even when entering a match with a female skin, the pose becomes strange (in other words, for some reason, the male skeleton mesh is assigned from the player’s own perspective, and the pose made on the assumption of a female skeleton mesh appears broken).

However, after entering a match and playing Animation A in the map, and seeing that pose look strange, playing Animation B, which is assigned to ‘SK_M_Female_Base_Skeleton’ for female skins in the map, resulted in B looking normal.

This means that just because a pose looked strange once, it does not mean everything else looks strange.

And after playing Animation B, playing Animation A again resulted in it looking normal this time.

The status of FORT-1072009 changed to ‘Needs Triage’. We’ve confirmed the issue and it’s waiting to be assigned to someone to fix it.