Hi, I wanted to signal a regression we encountered in our project concerning the control rig tools.
When baking our character sequencer animations to control rig (we use the Reallusion CR_CC_Body rig), we are no longer able to use control shapes to animate the character as any translation Drag movement is blown out of scale and sends the gizmo to a better place far away.
Tracking the issue, it seems that this behavior has been introduced by this change in FControlRigEditMode::MoveControlShape:
All our use cases work again if we change the way to compute CurrentTransform. If we ignore the ShapeActor->StaticMeshComponent branch and only deduce the CurrerntTransform as CurrentTransform = GetControlShapeTransform(ShapeActor) * ToWorldTransform;
Selecting multiple shapes at once and moving them simultaneously appears functional as well.
We also noticed that triggering any update (even with a Drag to 0) would result in an incorrect resulting transform.
We believe that reference changes between shape, rig, static mesh, and parent, are not coherent throughout the move operations, causing undefined behavior.
Is it safe to ignore this branch or is there a better fix?