Closed andreiagmu closed 1 week ago
Hi. I think the reason is that vrmassetList is not a cook target. Please check it in the reference viewer and make sure it is referenced by the assets to be Cooked. AutoSearch itself is working correctly after the cook.
Note: My avatar is dynamically spawned in the map via a custom BP, which is set as my Default Pawn Class
in my Game Mode
BP.
I think it would be ideal if the VrmMeta comes already assigned to the ABP_Post when importing the avatar, to better support this (common) use case. More details below.
After checking the Reference Viewer, it seems that when I don't add the explicit VrmMeta reference to ABP_Post, the only thing referencing VrmMeta is the VrmAssetList. The VrmAssetList is, in turn, referenced by the VrmMeta only. The VrmMeta/VrmAssetList doesn't reference my avatar's other assets (e.g.: Skeletal Mesh), Default Pawn Class BP, Game Mode BP, etc.
But after I add the explicit VrmMeta reference to ABP_Post, then the VrmMeta is also referenced by the ABP_Post, which is in turn referenced by:
the avatar's Skeletal Mesh
-> my custom Default Pawn Class BP
-> Game Mode BP
The full reference chain (after adding the explicit reference) is:
VrmMeta
-> ABP_Post
-> the avatar's Skeletal Mesh
-> my custom Default Pawn Class BP
-> Game Mode BP
Note: In my project, I use the List of maps to include in a packaged build
setting from Project Settings -> Project -> Packaging
, to avoid cooking unused/unneeded assets.
Maybe this is also affecting the VrmMeta/VrmAssetList references somehow.
I see (from multiple GitHub issues) that other users have problems where "VRM works correctly in the Editor but not on the cooked build" and the fix is to simply "explicitly assign the VrmMeta reference to the proper place(s)". If the VrmMeta reference(s) were already explicitly assigned during the avatar import process, I think this would avoid a lot of headaches in the long run.
Fixed in release 20241110. Thanks!
Unreal Engine v5.4.4 VRM4U v20241007
Describe the bug I had an issue where the VRM Spring Bone animations worked in the Editor, but not in the cooked build. Turns out I needed to explicitly assign the
Vrm Meta Object
reference, in my character'sABP_Post
animation blueprint.Inside
ABP_Post
, there are a few nodes that have theEnable Auto Search Meta Data
property. But it seems this property only works in the Editor.Ideally, the
Vrm Meta Object
reference should be already assigned when importing the character. Or, theEnable Auto Search Meta Data
logic should be improved, to also work in the cooked build.