I just want to give you a heads-up about the EPIC characters. They are VERY nested. What I mean is that you cannot use them the same way you’d use the DEFAULT MANNEQUIN.
They have too much code tied to them already, so, while they may work just fine in an animator window, the moment you go to a gameplay window, the animation blueprint and/or skeleton are going to start calling functions.
If you’re using the character’s ANIMATION BLUEPRINT, I highly suggest you do not, and create your own, using its skeleton.
Even then, the skeletal mesh maayyy not do what you want.
Thanks for the heads-up. Yeah, I learned about Epic Characters, especially the Lyra ones.
In this case, it is for the class I’m doing with Udemy; we imported mix and matched with Mixamo and other stuff.
So, yes, I’ve been creating everything from scratch, using animations I imported from and a rig to export to my Skeleton in this character.
According to the class, I should build up the Offset Blend using a zero pose and set all other poses/offsets as "from this animation " (the best choice IO could find since they built the animation offset in UE4 and exported it to UE5).
But when I built the animation offset blend, it was all empty- - blank, like it shows on the video; while using “skeleton reference,” it seemed to work, but once I used it on the animation blueprint … well, you saw what happened.