Clothed parts of a MetaHuman deform in editor with Control Rig and Animation Mixer

Summary

I have a MetaHuman that has their head and hands exposed, but the rest of their body is clothed. I have a sequence in which I’m using an animation mixer.

When I add a control rig to the character’s Body component in the mixer, the clothed parts of the MetaHuman get incorrect bone positions and end up distorted. However, in PIE there is no distortion and the character animates just fine.

If I mute the control rig layer in sequencer or close the sequence, the distortion goes away.

What Type of Bug are you experiencing?

Animation

Steps to Reproduce

  1. Set up a project with Animation Mixer enabled.
  2. Assemble a MetaHuman that has clothing that hides parts of the body with bones underneath. Make sure the assembled character is setting up the skeletal mesh for the clothes to follow the body correctly using Leader Pose.
  3. Create an animation blueprint for the MetaHuman’s body’s skeleton.
  4. In that animation blueprint, connect a sequencer mixer target node to Output Pose and set its target name to DefaultTarget, then compile.
  5. Place the assembled character in a level and assign the animation blueprint to its Body component.
  6. In a sequence, add the animation mixer on the MetaHuman’s Body component. Set its target to Anim Blueprint Target → DefaultTarget.
  7. Add the MetaHuman body control rig to another layer in the animation mixer.

Expected Result

The MetaHuman appears correctly with no distortion in the clothed regions.

Observed Result

The parts of the MetaHuman that are clothed have incorrect bone transforms.

Affects Versions

5.8

Platform(s)

Windows

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Additional Notes

I’ve been able to work around this by creating a patched copy of the MetaHuman_ControlRig blueprint. In its construction script, I copy all of the bones’ initial global transforms into their current global transforms before the BP’s setup runs. This seems to prevent the rig from using incorrect transforms. However I’m not really sure what the root cause of the issue is. I’m attaching a screenshot of the patch in the blueprint.