To get a really good understanding of how the Game Animation Sample Project works, I decided to rebuild it from scratch with a metahuman skeleton / skeletal mesh. I’ve gotten pretty close to completing it, but I’m running into an issue that I can’t seem to figure out. When the character tries to traverse, it ends up doing it pretty high up in the air instead of on the ledge.
Here’s everything I’ve triple checked so far:
- Metahuman Skeleton / Skeletal Mesh has the same unweighted bones as UEFN Skeleton / Skeletal Mesh.
- Animations are retargeted correctly.
- Anim Montages are all identical to the original UEFN ones.
- Pose Search Schemas are all correct with the proper bones referenced.
- The Databases, Normalization Sets, and Chooser Tables are all correct.
- Character Blueprint is correct and is referencing the correct Chooser Table for the Metahuman in the Try Traversal Action function.
- Animation Blueprint for the Metahuman looks identical to the ABP for the UEFN Character.
I’ve definitely hit a wall here and I can’t think of anything else to check. What could I be missing? Any help would definitely be appreciated. Here’s a short video example of what’s happening: