Metahuman animation out of sync with rest of its body?

I am trying to get all components of a metahuman to sync when animation is happening like running etc. I am doing this because simply adding the face, torso, legs, feet as children of the Mesh component does not always sync animation properly in all cases even with proper AnimBP’s set for each component. I heard that setting a leader pose in the construction script may fix this issue. The tutorial video shows the person connecting the mesh component in the construction script to the “New Leader Bone Component” node on the set leader pose component but every time I do that the engine crashes in ue5.1 and ue5.2.

The screenshot shows what I have so far for the leader pose component. I checked and it seems to be syncing except for the torso which bobs around out of sync with the rest of the Metahumans body for some reason. I did set the skeletal mesh of the Metahuman’s shirt etc retargeted to SK_Mannequin as it should be so I am unsure of the solution.


metahumanproblem2

did you solve this? same issue here

In original example Mesh (parent component) should be provided as New Leader and not as one of the targets.
This is working fine for me:

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WHen i do this unreal Crashed

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Assertion failed: DispatchData.PreviousPositionBuffer != DispatchData.PositionBuffer [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\GPUSkinCache.cpp] [Line: 2011]

UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

Works for me!!

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