Warning: PoseAsset XXX is out-of-date with its source animation

When playing or packaging in UE5 I am getting errors like this:

Warning: PoseAsset XXX is out-of-date with its source animation YYY

What does the warning mean and how do I fix it?

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same here.

Do you use a MetaHuman and assigned the Skeleton to the UEMannaquin? Since that I get errors and warnings. While packaging it also get an error because it is saying the PoseIndex is not valid (happening in an if-statement in the Pose Driver).

Yeah, I am also trying to use MetaHumans. I have retargeted UEMannequin animations on to the MetaHuman Skeleton.

I also have the same problem. There seems to be a way to resolve it. Go to your pose assets (the ones in the warning) and under Asset Details → Source Animation there is a button right of it where you can update source. The problem is it crashes randomly so it takes forever to update all sources. Therefore I just removed the source animation from all the poses and the warnings were gone.

Cheers

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I had the same issue, on over 500 poses, so fix them manually was a no go for me
I did instead a quick blueprint batch to do the job automatically, I past it here in case someone else need it
The main hint here is that the broken poses has an associated animation, sharing the same name with just a different post-fix: _pose for poses and _anim for animation source

So, here the blueprint

It is an AssetActionUtility, called by right clicking on all the poses assets → Scripted asset action

Hope it helps

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This is great, thank you. I had like 800 metahuman files to fix and this solved my problem.

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God, is that you?

Thank you so much :grinning:

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First, thank you so much for this.

Second, if anyone is having trouble getting this to work in 5.1, simply make an Editor Utility Widget instead and create a button that runs the same exact function. The editor utility class is all messed up in 5.1

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I updated all of the poses, but only on build does it still spit out warnings in regards the the PoseAssets being out of date. It is only affecting my Metahumans of course, but it doesn’t seem to actually be a problem when I run the exe. The Metahuman animates and functions just as it did in the editor. Is there something else that I could be doing wrong to still be getting these errors though?

I don’t uderstood where to use that exacly. Could you send an example print, pls??

Where to call it?

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@DeepwebsJohnWick Just create the AssetActionUtility and cook for windows. It just works! :smiley:

@DeepwebsJohnWick yes, as @Original9Studios said, create a new AssetActionUtility and run it on all the poses that should be updated
About how to create an AssetsActionUtility I followed this tutorial

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