Control Rig won't read Instance Editable Array input

Hi,

Whilst array support has tremendously improved in UE5 compared to 4, there is still a big issue that prevents it from being scalable and truly production ready.

We want to reuse Control Rig nodes efficiently across various Anim BPs and characters.
So we rely heavily on instance editable input variables to edit the rig settings externally, in the Anim BP.
We want to dynamically drive stuff like IKs at runtime too.

So basically, we want to use Array inputs on our CR nodes and simply plug a variable in it (that variable being edited in the ABP).

That’s where things go wrong :rotating_light:
the Control Rig will just NOT read the input variable array, and stick to the default values of the array declared in the CR.

(typically, the array is empty in the CR default, and it stays that way even when, at runtime, the CR has an actual input ; same issue if the default array is the same size as the runtime array input btw)

(this happens with Structure arrays but also simple var types like floats, etc.)

What can be done here please?
This is truly impacting our production and limiting the use of CR for runtime solves.
Thank you,

Jonathan Colin
Lead animator
Counterplay Games

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Thanks for sharing, I’ve been running into the same issue, but was assuming I’d done something wrong since I’m pretty new to Unreal. I wish I would’ve tried a simple test case first, spent a lot of time reevaluating my rig graph.

If I find any clean workaround I’ll post it here, I saw your other post where you’d passed each element individually from the animation blueprint, looks like that might be what I have to do for now, unfortunately.

i have a struct that has an array inside of it, and it works fine.

2 Likes

Awesome, thanks! That did the trick.

1 Like