Control rig - Nothing runs after "Import Skeleton" node

I’m trying to create a fully procedural control rig in 5.2.

I figured the best place to start would be to import the skeleton using the “Import Skeleton” node.

However, I’ve noticed that nothing seems to run after the “Import Skeleton” node.

For example, in this example the new control doesn’t get spawned:

However, if I disconnect the “Import Skeleton” node, the new control does get spawned:

I’ve tried various ways of connecting the nodes such as connecting the Spawn Control directly to the Import Skeleton but it still doesn’t run.

Is anyone able to confirm if this is happening for them as well.

Is it a bug or am I just doing something stupid?

Thanks

So the plot thickens.

It seems to be related to the skeletal mesh it’s importing.

  • It doesn’t work for my custom skeletal mesh.

  • It does work the the SK_Mannequin mesh.

  • It doesn’t with for the the SKM_Manny mesh.

  • It doesn’t work the the SKM_Quinn mesh.

So basically, it only works for the older SK_Mannequin mesh.

I’ve not yet sure why that one mesh works and the rest dont.

Okay, I figured it out.

It’s due to the number of bones in the different skeletons, coupled with the “Procedural Element Limit” being set to 128 by default.

Because the newer skeletons and my custom skeleton have more than 128 bones, merely importing the skeleton is enough to exceed this 128 limit, meaning no other procedural elements get created.

Increasing the limit solves it although I’ll have to see what the performance impact is as presumably the limit is there for a reason.

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Thank you for saving my time. Today I meet this problem, although I have seen the documentation of “Procedural Element Limit”, I didn’t suspect it for the first time. The “mech” in “Control Rig Samples Pack” uses 1000 for this value, I think it is reasonable.