No database assets provided for motion matching

So I made an attempt to migrate GASP to an empty 3rd person character project. The game plays just fine but the character keeps sliding without animations.

After quitting the game it gives me an error “No database assets provided for motion matching”

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I have tried fixing/redirecting paths to the correct cht_database assets but nothing seems to work! Anyone here got any idea what could be causing this? Thanks in advance!

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OK so I managed to fix this. This was caused due to moving the GASP ‘Characters\UEFN_Mannequin’ folder contents into a different folder inside my project after migration.

I simply redirected all assets inside CHT_PoseSearchDatabases and CHT_Traversal to load the correct PSD animation database references in the chooser tables -

This seems to have fixed up the errors.

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Hello,

I am a similar issue. I thought I’d write about it here so that if anybody is facing the same problem might find an answer here.

I get the same error message. I did not move any content, but I did create my own animation sequence. When I test it, the pose search, find the correct animation but it does not play right. Only the upper body movements are displayed.
I followed the tutorial for crouching as they did in this video
Game Animation Sample Walkthrough | Inside Unreal - YouTube

Many thanks,
A

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Hi! I don’t think I’ve moved my assets and the tables seem fine, while I’m still getting the error. What did yours look like before you fixed them…?

Hey, Sorry for the delay in response. Just saw the reply.

When I clicked ‘Edit’ on each of those assets in the database, it happened to be empty. I just had to point the assets to this database (by comparing the database assets to the original project I had opened on a second monitor)

*Note - All of this worked perfectly after migration. This only happened after I manually moved my assets into a different folder other than my root directory i.e the content folder.

For me adding a line for the Sprint gait in both CHT made it work!!

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Another thing to check is in the ABP. For me I was using a couple of custom movement modes, and that pin wasn’t defined in UpdateCharacterStates. Connecting it helped solve the problem, but it can be worth checking all the other enums are being set properly in your case!

Hi,

I’d like to contribute to this post as I also ended up with the same issue but the solution proposed in here didn’t work for me.

One thing I tried was adding a fallback result on the main CHT, and while it solved this specific error for me, it was breaking pose selection in some scenarios, so I had to remove it. After all, in the GASP project there’s no fallback either.

However, thanks to that attempt, I’ve noticed through the Rewind Debugger that the CHT would occasionally go to the Fallback result for a single frame.

Without a fallback then, you get several frames in which no database is selected / loaded, pretty much every time the CHT transitions from one row to the other, thus giving me the error.

Even with the error, my MM setup work as intended, so I wonder how could this be fixed.