Control rigs no longer show up in sequencer, so it’s impossible to bake animation to control rigs after 25.2 update. I noticed this in my project, and verified that the issue also exists in Epic’s AnimationStarter UEFN project.
This is a huge problem, blocks using control rig to edit or make new skeletal mesh animations in UEFN.
@TritonSailor Thank you for your report! We would like to look into this further, would you be able to submit a bug report using the form available here? Fortnite Creative
@flak Can we get an update on the status of this issue? We’ve had two releases since this essential part of the animation workflow was broken in the 25.2 release, and it still hasn’t been fixed.
It’s currently impossible to do this fundamental operation of baking animation to control rig in sequencer, since control rigs aren’t showing up in the search box, they can’t be selected:
There’s another similar issue I noticed in the Control Rig editor that I wanted to make sure you’re aware of. Maybe it’s already been fixed for 26.1 as well?
Currently when you add a variable, it’s not possible to change the type, since options don’t appear in the menu.
Also somewhat related to this, we were having issues with baking control rig attachment constraints into sequences. It was causing cook errors that were difficult to track down. We had to remove these tracks from the sequences in order to launch builds in 26.00.
I also experienced that error. I’ve had to bake the constraints from control rig into anim sequences, and remove constraints from the level sequences prior to launching session, to work through that issue.
Definitely makes the workflow more difficult and slows down the iterative process having to add/remove constraints before testing in-game each time.