Failing to animate a vehiclePawn

Hello there,

I’m trying to set up a WheeledVehicledPawn as a rideable bicycle and I’m struggling hard to animate it. The WheeledVehicledPawn seems to be setup correctly, I can drive around and I even got the wheels to turn via the WheelController node in the AnimBlueprint.

However, something isn’t properly configured as the SkeletalMesh seems to not be linked or controlled properly. When playing, even tho the wheels are rotating properly, the other bones of the skeleton are rotating around freely. This leads to the front wheel being misaligned and turning in the wrong direction.

My next try was ditching the WheelController completely and animating via a ControlRig. I produced a logic that controls the lean of the bike and the front wheel rotation angle via a Float input (“Steering Angle”, that I pass through from the Wheel Snapshots of the WheeledVehicleComponent). In the editor the animation worked well but in game nothing happens. I checked that the steering angle is passed to the ControlRig and it is.

Lastly I tried to just use the AnimationGraph of the AnimBlueprint to modify the bones of the SM directly. Again, in the editor the movement of the skelton looks good and I can see via debug output, that the AnimBlueprint has the correct values in game, but no movement or any reaction is visible.

Since I’m a total noob considering animations, I’ve now spent the whole weekend trying the different implementations. I am running out of ideas, as a last resort a started crawling the C++ code of the relevant classes, but didn’t get much smarter. To me it feels like, I’m missing a connection, but comparing my implementation with the references (SportsCar) I can’t find the difference that prevents me from actually animating the bike :confused:

If you have any idea for what I could try or how to solve this problem I would be very thankful! Of course I can provide more screenshots, so far I wasn’t sure what to show that could help …

Cheers,
Moritz