Chooser Table for Motion matching must always be reloaded when the editor opens

Pretty much the title. When I close then re-open UE, I must go to my chooser table, right-click then “Asset actions” → “Reload”, then go to my ABP, and recreate the Evaluate Chooser node.

If I don’t do that, the Evaluate chooser node doesn’t exist at all, and the animations are bugged.

Is that a bug from UE, or am I doing something wrong? (UE 5.4.1)

3 Likes

I also encountered the same problem, when I closed the UE editor and opened it again, the Evaluate Chooser node was lost, and the chooser table was damaged and could not be opened

I hava the same problem

I had the same issue, but I found a solution that worked for me with the third person C++ template. In the constructor for the default GameModeBase class, I removed the following lines:

	static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter"));
	if (PlayerPawnBPClass.Class != NULL)
	{
		DefaultPawnClass = PlayerPawnBPClass.Class;
	}

I think the issue might be that this code gets executed before the motion matching-related plugins are loaded in, resulting in a blueprint that has references to non-existing classes.

2 Likes

It’s not a fundamental solution, but changing the LoadingPhase of ChooserUncooked in the Chooser.uplugin from Default to PreDefault will prevent the error from occurring. It will likely be overwritten in the next engine update, but I believe this bug will be fixed by then.

    "LoadingPhase" : "Default"
},
{
    "Name": "ChooserUncooked",
    "Type": "UncookedOnly",
    "LoadingPhase": "PreDefault"
},
{
    "Name" : "ChooserEditor",