Control Rig - Unsaved keys and unkeyable poses

I’ve set up a control Rig from scratch, created a dedicated level for animating, and am creating a level sequence per animation to keep things separate and clean. Once an animation is complete, I bake out the sequence to be used in my character animation blueprint. I’m also saving poses for the sake of ease.

This has worked really well until quite recently - version 5.3.2
For some reason, I’m now having a lot of issues with my foot controls:

  • Controls will will move when they shouldn’t (between two identical keys)

  • Saved poses sometimes do not apply to controls, which will snap back to their previous transform. This happens when using the ‘paste pose’ slider, regardless of what method I use to add the key.

  • I can spam the ‘paste pose’ button and the controls will slowly but surely make their way to the desired transform - this can be keyed, but will revert when you close the editor. This happens on one particular control.

  • Similarly, that same control does not return to its default value unless you spam the button, which will also be lost upon saving and closing the editor.

If I do manage to complete an animation, I can bake that animation and it will save correctly - it will also stay that way after restarting.
Editing the animation afterwards is the problem.

The only solutions I can think of right now is to get ALL of my animations done in one sitting, or leave the editor running until I get the animations done and hope I don’t get a crash. Neither are great ideas.

This has really put a stopper on my project - has anyone got any ideas on what I can try to fix this?

Foot controls were corrupt somehow…? I deleted them from the control rig, recreated them with the same name, and everything keys and saves correctly now.

I still have to redo all of my animation work, as the foot controls drastically changed positions in the existing animation sequences, but it’s better than not being able to progress at all.

Note: the new controls do have a slightly different pivot point to the corrupt controls, but not so different to cause the position changes I saw in my sequences afterwards.

Did you ever come to a conclusion about this? Seems to still be an issue at least to my knowledge