UE5 Character SKM Doesn't Play Animation Track in Sequencer

I am trying to make a simple level sequencer shot in UE5.0.1. The transform key frames are working and I can play the animation track on the UE4 mannequin, but when I try to play an animation on Manny, Quinn, or a MetaHuman, they stay stuck in their A pose. If I show the skeleton on the animation track, it shows the bones jogging along inside of A-frame Manny. The workflow I’m using works fine for MetaHumans in 4.27 What am I doing wrong/ what do I need to do differently in 5.0.1?

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Hey, after spending serveral hours, I finnally found a solution for this. Just delete the SkeletalMeshComponent in the track. Then animations would apply with no issues.

I just started to learn UE5 yesterday, so don’t know why and how this blocks the animation tracking in the sequencer. But hey, I’m glad it works for now. Please update if you ever know the reason of this behaviour!

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Yes, you need to turn off hte control rig. Note that you can convert animation tracks to control rigs by baking them or the inverse, animating with the control rig and the baking to animation

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Thank you both- got working now.

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Thank you!

Hey i ran into a similar problem, he is just stuck in a T pose, mesh is not animating in the sequence

My character stays in a T pose within the animation sequencer, this happens when i use certain animations, not all of them. Some would animate but this one wont, Anyone understand why this is happening?
Also i do notice for the ones that work, i log off/ log back on and then it stops working, i would have to delete the UASSET file and reimport it into my content folder and then it works. Is there some kind of plug in that i am missing or is it unreal engine 5 thats the issue? do i wait for updates? not sure if this is a common issue going on

I literally spent a full business day trying to figure this out and you were the one to solve it. Thanks a TON!!