Custom C++ Control Rig class crashes Unreal when added to Animation Blueprint

Hi everyone,

I am on Unreal Engine 5.5.3, and I am trying to make a custom Control Rig class in C++, as in one that I could just add to a Control Rig Node in Animation BPs like this:

The C++ Classes so far looks like this:

// MyCustomControlRig.h

#pragma once

#include "CoreMinimal.h"
#include "ControlRig.h"
#include "MyCustomControlRig.generated.h"

/**
 * 
 */
UCLASS(Blueprintable)
class PACAM_API UMyCustomControlRig : public UControlRig
{
	GENERATED_BODY()

public:
	UMyCustomControlRig();

	virtual bool Execute(const FName& InEventName) override; // Tick() equivalent
	virtual void Initialize(bool bRequestInit) override; // BeginPlay() equivalent, initialize variables here
	
};

and

// MyCustomControlRig.cpp

#include "MyCustomControlRig.h"

UMyCustomControlRig::UMyCustomControlRig()
{

}

void UMyCustomControlRig::Initialize(bool bRequestInit)
{
	Super::Initialize(bRequestInit);
}

bool UMyCustomControlRig::Execute(const FName& InEventName)
{
	Super::Execute(InEventName);
	return false;
}

I tried to follow one of the top answers in this entry on creating a custom C++ control rig class to create the class, but the problem is that everytime I try to add it to a control rig, Unreal jsut crashes with the following error:

“Exception thrown at 0x0000022ADCE163CE (UnrealEditor-ControlRig.dll) in UnrealEditor.exe: 0xC0000005: Access violation reading location 0x0000000000000368.”

I am not sure why that is, especially because the class is setup exactly the same as in the post, and for them it seems to work well. Any help is appreciated!

Okay, I’ll self answer in case anyone else ever runs into this issue: The problem was that you can’t just assign the Control Rig c++ class to the control rig node in an animation blueprint, but you have to first make a Control Rig Asset that inherits from your Control Rig C++ class.

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