I have a control rig running though an animation blueprint. It works great in viewport/PIE preview. But when running a standalone game to preview, the control rig doesn’t appear to do anything, leaving a static skeletal mesh to move around. Through log-output debugging I see it’s entering the animation blueprint, running the control rig node, and then continuing on the the output node.
Any idea on what possibly could be wrong? I can’t find a good way to debug the control rig graph in standalone, there seems to be no nodes for printing/outputting to the log. That said, there is no conditional logic, so I’m not sure how much value in troubleshooting being able to log execution points would be. Thanks for any insights!
I’m having the same issue with the vehicle destruction in City Sample vehicles. These use the control rig to deform, and I’m 99% sure now that it is the control rig not doing anything in standalone or even packaged. In fact, I did a fresh install of 5.0.1 on a different machine to the one I’m currently using, downloaded the City Sample there, and running that standalone behaves the same way. The control rig is only deforming the vehicle upon collision when it runs in the editor.
This seems like a rather large issue to have outstanding, i assumed it had to be something I was doing. Has it really been a issue for years, and Epic is not fixing?