UE 5.8 - GASP IKChain retargeting seems broken

Hi there,

I am not sure if anyone else has had this issue, but on my end when making a new GASP project with 5.8, or importing a 5.7 GASP project to 5.8 the IK Chains don’t seem to work with visual overrides.

When switching VisualOverride to any character the ABP_GenericRetarget doesn’t seem to get the IK Chains resulting in mismatched hand placement when climbing.

It seems to be the “Get Op Controller from Retarget Profile” in the UpdateRetargetProfile function that returns a null resulting in this behaviour, as the IKRetargeter does get found in the EventGraph.

Does anyone know a solution for this, and/or has this been reported yet as a bug?

same problem,waiting for fix

This also broke for me immediately after installing 5.8.

I have the same problem

In UE 5.8 IKRetargetIKChainsOp got deprecated, now it’s three separate ops. That broke ABP_GenericRetarget for me.

Fix: at the start of GetOpControllerFromRetargetProfile, changed the name from Retarget IK Goals to Blend to Source.
Controller = Blend to Source, retyped fields/structs to the new format (BlendToSourceWeights = TranslationPerAxisAlpha, StaticLocalOffset dropped).

In Pole Vector Alignment Settings I had bEnabled/Alpha hardcoded, so the blueprint was overwriting the op’s settings every frame.
Wired them up instead of hardcoding from GetSettings pole controller , works now.

Hello, I’m having this problem too. Could you explain the solution in more detail?

Hi..
Tried to implement what you said. But unfortunately couldn’t manage to do it. Can you pls upload a screen shot of the blueprint pls?

Hi, this is how I got it working based on Kolirian1’s post. Dropped local variable IKChainsController as I didn’t see it any IK Retargeter Op Stacks.

The mismatched hand placement when climbing will still occur because the animations were baked for the UEFN_Mannequin with different proportions. A way to solve that is with 1 bone IK node in each hand and use the post-process animation graph to move the hands onto the ledge trace hit location during the grab window. This should put you on the right path.

I’m new to Unreal, so if I got something wrong please do tell!

Worked perfectly! Thanks