I have a weird but that blocking me from finishing My VR project ( MY animation Blueprint sometimes dose not initiate on spawn until I look down on spawn

As you can see in the video it works first time but then when I respawn its stopped . Even the Inputs from my Controllers are not getting to the animation. but I can Locomotion so I know they work.
I have tried to find this solution for days now and can understand why this happens.
If Im looking down while I spawn its perfect . Why the hell would looking down activate the animation .
The Only Thing I am doing related to the camera is reparenting it on begin play.

Hey there @BaseReality! I believe this is due to skeletal meshes by default not animating when not rendered (or more accurately when their bounds are not in view of a camera). This is intended to help performance, and if your VR project intends to be multiplayer (which I assume since Lyra), you will likely want to keep that setting.

To test this, you can go into the SKM details, and change the Visibilty Based AnimTick to Always Tick Pose and Refresh Bones. If that corrects the issue, then you can change it back to default and then increase the SKM bounds until they cover the camera entirely.

Thanks, for the quick and Informative response, This sounds like really helpful information and Not something I was familiar with, So that is most likely why I could not find the issue, And I was trying everything. In the words of the Terminator “I’ll be back”

WOW! YOU are a LEGEND!
I actually did not expect to get an answer on this & especially not so soon as it’s a difficult ask of people that are not familiar with VR and what eles I might have done.
But You answer was spot on and I believe this worked And now I can finally move forward again. I just have one remaining question Because I have not messed with bounds before. How should I adjust them as I can’t seem to find a way to make them visible in the details panel, here? or am I in the wrong place, should I be in the skeletal mesh asset?
image

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No worries! It’s not so much a XR thing as much as an optimization thing the engine does. To visualize the bounds in editor, go to your Show Menu in the viewport, then down to Advanced, then tick Bounds.

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OK, So after some testing I have had the set ( Always Tick Pose and Refresh Bones ) As even changing the bounds scale to 4 in the SKM details of the character BP did not seem to help, only the refresh bones has solved it.

Ahhh it could be due to the core of the bounds being too far out of sight. Nevertheless, the always tick pose should be fine is just a performance concern if you have many SKMs all animating all the time when it’s unnecessary. Small scale multiplayer with rounds shouldn’t be an issue most likely.