When baking an animation made with control rig and sequencer, some bone translations are not captured

Hi, I figured out what the problem was on my side. In the Skeleton Tree (Skeleton or SkeletalMesh Window), click the cog and Show Retargeting Options. Change the bones that are having issues to something other than Skeleton. In my case I changed it to Animation and now everything works as expected.

This was not the most frustrating thing I’ve experienced in UE, but it did take me almost 3 hours and a lot of tutorials (which I didn’t have to watch) to figure out.

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