Hello.
For long time (since control rig was introduced) I have struggled with this workflow. Until now I have worked around it, but I think i need to get to the bottom of it once and for all.
It seems like a legit workflow and I would think is one of the reasons control rig exists - to have reusable rigs. Either I am missing something or there are some bugs !?
Basically the idea is to have one master procedural control rig (where all controls are built procedurally - so the rig always adjusts correctly to whatever skeleton proportions are coming in)
Different actors can use different skeletal meshes with different skeleton proportions ( different skeletal assets who share the same hierarchy and naming, but different proportions - for example vehicles with different wheel base lengths or taller/shorter characters).
I have my master blueprint which initializes control rig component bones from skeletal mesh asset (“Set Bone Initial Transforms From Skeletal Mesh”) and maps its output to skeletal mesh component.
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I call it from “On Pre Initialize” event of the control rig component. (If I call it from any other place, I get error saying it can’t be called from there even though it still works sortof)
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Now each child blueprint can use different skeletal mesh - control rig component gets reinitialized to that skeletal mesh asset initial bone transforms.. So far so good and it seems to be working but not really.
First - as soon as you save the level, all child actors snap back to original skeletal mesh pose (the one with which the control rig was created originally). If I connect rig initialization to “On Pre Construction” event, this does not happen, but I get the error messages..
All of this breaks down completely as soon as you start using Level Sequences. Load the provided LS_RigOverrideTest or create new sequencer with both actors.
Child actor snaps back to original base skeleton pose.
If I connect rig initialization to “On Pre Construction” event, it works at first, but as soon as you change frame/try to animate - it snaps to weird broken pose..
It feels like original pose gets cached somewhere in the rig itself and sequencer ignores whatever was set by the “Set Bone Initial Transforms From Skeletal Mesh”.
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