Motion Matching error - Character Mesh invisible on start up

I tried to add Motion Matching to my prototype and I got this strange effect.

MM_error4

At first, I thought it didn’t work because the viewport of the animgraph showed the mesh disappearing. So I loaded up a new thirdperson project and did the same steps (just to see if it was something else on the character bp causing the issue), but I got the same result. Then I tried just hitting play to see if anything would happen, and to my surprise, the character mesh kinda just popped up out of nowhere when I moved the character (like the above gif). Went back to my project and found the same result on my prototype character.

So my question, is there a way to make the mesh visible initially?

Most of everything is default on the test setup.

I migrated the animations from the motion match demo (just the Run animations for the test), reset the skeleton on the anims to sk_mannequin, added the charactertrajectory to bp_thirdpersoncharacter, and edited abp_manny to add the motion matching. I also tried to add Manny’s default idle, fall, and land anims to the MM_db, but that didn’t seem to do anything.

That error at the end of the gif says: Blueprint Runtime Error: “Accessed None trying to read property As BP Third Person Character”. Node: Set Character Trajectory Graph: EventGraph Function: Execute Ubergraph ABP Manny Blueprint: ABP_Manny,
but my other project’s character doesn’t have the same error popup. Exact same visual error though. [Edit: Cleared it by moving Cast_to_BP_Thirdpersoncharacter from beginPlay to initializeAnimation]

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