Using animation layers with layered control rig

Hey,

This is my intended setup:

I have animation sequences that I’d like to use and freely rearrange in sequencer. I’d then like to add a layered control rig with which to modify those animations easily. Finally, I’d like to use an override (not additive) animation layer (the new functionality in Unreal 5.5) to animate the character independently from the animation sequences and base layer. I’d adjust the weight of each layer to enable/disable the override.

In practice, the override layer simply doesn’t work. I can move the rig controls, but it doesn’t make the mesh move. If I switch the entire control rig to the normal type (not layered), the override animation layer does work. But then the animation sequences are overridden…

Is this a bug? Am I missing something? Is there perhaps a better workflow? I don’t want to have to bake to the control rig to use the override feature, that will make the entire system way less flexible.

Thanks!

I got the override layer to work. The issue was that I set the weight of the base layer to 0, because I thought you need to blend between the two. Actually, you only need to blend in the override.

However, I noticed that the override layer doesn’t overwrite animation sequences. It seems to be additive in relation to them… which defeats the point of it being an override. Is there a way around that, short of baking to the control rig?

Bump