My character animates perfectly until I attach a weapon to his hand. It animates normally if I attach the weapon to it’s back or leg, but if I attach it to the hand it starts skipping as I run around. When I remove the control rig from my animation blueprint everything starts running normally again, but I want the control rig. If I disable the collision on my weapons it does not fix the problem. How do I get the animation to run normally?
Also this is happening, which makes me feel like it’s a tracing issue. However, if I set the weapons’ collision on the visibility channel to block it gets so much worse. So I only have problems when holding the weapon, but it’s not the weapon causing the problem?
Solved it… I have a widget component attached to the weapon that showed the name of the weapon if I dropped it. The details panel had that UI in the world space. I switched it to screen space and everything works fine now. (Foot IK must have been blocked by my world space widget)
Why on earth is your foot ik (or whatever) tracing above a knee?
Add a new trace channel (proj settings, engine, collision). Name it IKinematic, have it block be default.
Change your control rig IK trace channel to IKinematic. Then go back through your proj and ignore the channel on any actor you need those traces to ignore.
Weird right?! It seems the trace for the foot IK was colliding with the widget attached to my rifle even though it wasn’t visible. As soon as I switched it to screen space all foot IK abnormalities were solved.
That was my backup plan, but it wasn’t necessary. Screen space solution solved this case.