The true issue is that, the Post Process Anim Blueprint in ALS named “Mannequin_PostProcess_AnimBP”, does a bunch of things and it all relies on the IK bones being at the same exact position as the normal bones at any given frame.
So if your animations don’t have the ik bones following the normal bones, the legs and feet and sometimes other parts, don’t preview correctly even though they are re-targeted correctly.
Austinlele - This is why your solution
of “using the normal feet bones in
place of the IK in the retarget
manager.” made the problem go away.
You can properly solve this issue by keeping the original default value of “Enable Foot IK” set to TRUE in the Mannequin_PostProcess_AnimBP. (basically don’t use solution above)
However, in that same Post Process Anim Blueprint, add two “Copy Bone” nodes in the Anim Graph.
One for left foot and one for right foot. The source bones are the normal foot bones and targets are the ik foot bones.
You want world space set, copy transform and copy rotation both to true.
These two copy bone nodes get placed between the local-to-component node and transform modify bone pelvis node.
This solution will copy the transform and rotational data of the normal bones to the respective ik bones during the post process so they are in fact at the same spot when ALS expects them to.
You can find information about this
here on the ALS WIKI
https://wiki.oni2.net/Oni2:UnrealOni/ALS
Also you can find this solution and
it’s author “Vaei” in a thread for ALS
on the unreal engine forums.
https://forums.unrealengine.com/unreal-engine/marketplace/107921-advanced-locomotion-system-v3?p=1488046#post1488046
Any thanks should go out to “Vaei”