Metahuman pose driver error

EDIT:
SOLVED
As JMcJohnson suggested in their post below, getting rid of the pose drivers within the metahuman anim BP’s works!

**I also solved it by deleting the metahuman animBP that was associated with the rig I was using. So, deleting the animbp that metahuman naturally makes and using my own animbp, it solved the problem as well. Probably by bypassing those pose drivers. **

I also uploaded the metahumans via download folder instead of using Bridge, so that might be something to it as well.

When I make a build, I get this error


“Ensure condition failed: LUTIndex.IsValidIndex(PoseNames[PoseIndex].UID) [File:D:\build++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\AnimNodes\AnimNode_PoseDriver.cpp] [Line: 59]”

Context, I’m using a metahuman skel mesh on a UE5 skeleton.

1 Like

That won’t work for me since I have 4 different metahumans imported. Definitely seems to be an issue with the MetaHuman itself, meaning it’s not a mistake on my part. Which is nice, but extra unfortunate because I’ve no idea how to fix this issue when it involves .cpp

Hi!
I´m having the same error here:
Ensure condition failed: LUTIndex.IsValidIndex(PoseNames[PoseIndex].UID) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_PoseDriver.cpp] [Line: 59]

Anyone know about this or what to do in this case?

Kind Regards.

Resolved.

The issue was, that when I clicked on “add +” from Quixel Bridge Metahuman,
it said I had to manually copy/paste in the files into the project’s Content Directory,
So I did, and it worked.

The project worked and Simulated fine.

However upon compile/package for windows, I received that error regarding line 59,

Ensure condition failed: LUTIndex.IsValidIndex(PoseNames[PoseIndex].UID) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_PoseDriver.cpp] [Line: 59]

I deleted the entire metahuman character folder, in my case it was Kwame, and attempted to import it again,
this time using the “add +” from Quixel Bridge Metahuman worked.

I dropped the default meta character blueprint in the level, and it compiled/packaged fine with no errors.

So that was the issue, in manually copying the Metahuman over, it throws that error at package/build time.

So make sure you’re using the “add +” button from quixel bridge and not manually copying over and you’ll be good.

3 Likes

I’m in the same boat as the OP. SO far, I have successfully retargeted the MetaHuman onto my ThirdPersonCharacter_BP and I have a working character select with at present 10 characters the player can select from.
So that works just fine.
The issue comes when I try to drag a retargeted MetaHuman into the level to have it standing with a simple idle animation. Then I get the Pose driver error, line 59, etc.
I’ve only imported through Quixel Bridge using the “+” and “add”. I have tried creating a new blueprint actor, pasted the MetaHuman’s skeletal meshes into it, used a simple set master component construct, and tried that - no luck.
I can place a bare no animations MetaHuman into the level and it builds. But if I put one in that relies on the UE5 mannequin skeleton for its animations, packaging fails. I’m at a loss. Any help would be incredibly welcome!!

Solved:

I have tons of metahumans in my map so deleting the the metahuman folder and reimporting was impossible for me.

The main problem is with the metahuman BP , i dont know what but if you add animation to it or do anything to it ,You wont be able to package the project.

If you create a new BP add all the metahuman components to it ,It will somehow work just fine.

1 Like

I tried the “don’t use the MetaHumans and only add them to a fresh BP” and am getting the same errors.
Argh!

In one of the sub-skeletal meshes (in my case Legs and Feet), I used a default Animation Blueprint which used the experimental PoseDriver nodes. By removing them I eliminated the problem while everything worked still well with custom animations.

See images below

Go here:
image


image
And change this:

to this:

5 Likes

Thank you man! that seemed to be the main problem.

1 Like

Oh my gosh you cured the line 59 error!!!
<3

Thank you so much dude!

Deleting animation blueprint worked for me.

This also worked for me (OP). Thanks man!

I use UE5, how can I open the leg blueprint?