Hello!
I had set up a skeletal mesh merging with the tutorial that is in Unreal Engines website for Modular Characters. My game is mostly comprised of C++ but I did the Skeletal Mesh Merging using the blueprint nodes since thats whats in the tutorial. Problem is i also have IK Foot tracing that is in Blueprint but has variables in C++, such as, groundspeed. I use the ground speed to determine if the IK foot tracing should or should not happen. If ground speed == 0 then the IK Foot trace happens. This is done with a blended pose node. When i did the skeletal merging my IK was constantly on. The character was iceskating around because his feet where stuck to the floor. I did testing using onscreen debug messages and the ground speed is working correctly and the charactermovement component is also working properly. But the IK is still being activated regardless of the Groundspeed==0 boolean. I tried this with my normal character without the merging and it works fine. its the skeletalmesh merging that is the only thing that is changing. Does anyone know why this is the case? Im looking for resources on why it happens, a solution would be nice! But i mostly want to understand why because I am learning the engine.
If you’re using ground speed == 0 as a bool for for Should Do IK Trace input on control rig node, it might just never be reaching 0. float == nodes can be a pain when the cpu decodes to stop at 0.00001 or something instead of continuing all the way to true 0. Should probably use a nearly equals node with enough tolerance for precision errors or just use a speed <0.5 or something.