Summary
When using a custom skeletal mesh character as an NPC via Runtime Animation Retargeting, it no longer seems to work. The character spawns in with a T-Pose and no animation.
This used to work. I haven’t changed any part of my workflow and one of my projects where I did this months ago my NPC functions fine, but any time I set up something new I can’t get it working.
I have tried this both with a bipedal character and an animal character.
In addition, I also noticed that a huge amount of functionality has been stripped from the IK Rig toolset. The included image from a YouTube video shows this. You are no longer able to edit any of the IK settings to make your characters feet touch the ground. So many standard Unreal tools have already been stripped! Must we lose this as well
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
-Import custom skeletal mesh character
-Set up an IK rig for custom mesh and Fortnite mesh with identical chains
-Set up an IK Retargeter
-Create a new blueprint with custom skeletal mesh
-Create character definition with either guard or wildlife (both don’t work)
-Use cosmetic modifier to change the model via runtime animation retargeting
-Use result in level via an NPC spawner
Expected Result
The custom skeletal mesh should retarget to the Fortnite character when created using the NPC spawner.
Observed Result
The character instead spawns in it’s original pose when importing into the editor, not animating in any way.
Platform(s)
All