Update FAQs authored by Jonathan Ehret's avatar Jonathan Ehret
...@@ -13,3 +13,10 @@ ...@@ -13,3 +13,10 @@
> * The ``VirtualHuman`` actor has an array of ``CustomIdleAnimations`` where you can specify those and they will be played in the ``DefaultSlot`` overwriting the default state machine. > * The ``VirtualHuman`` actor has an array of ``CustomIdleAnimations`` where you can specify those and they will be played in the ``DefaultSlot`` overwriting the default state machine.
> * :warning: This however also means that locomotion does not work anymore in that case! If you need that to work, you have to replace the idle in the blend space used > * :warning: This however also means that locomotion does not work anymore in that case! If you need that to work, you have to replace the idle in the blend space used
> * If you give multiple animations from those always random ones are played and blended between. > * If you give multiple animations from those always random ones are played and blended between.
* I get a ``Ensure condition failed: LUTIndex.IsValidIndex(PoseNames[PoseIndex].UID)`` warning when using a MetaHuman in my project.
> * This seems to happen because the experimental ``PoseDriver`` animation graph node is used and causes problems in one of the default animation graphs.
> * In one of the sub-skeletal meshes (in my case `Legs` and `Feet`) a default `Animation Blueprint` is used, which used the experimental `PoseDriver` nodes. By removing them I eliminated the problem while everything worked still well with custom animations.
> * Unfortunately this has to be done in the common blueprints, which are copied in every project when importing a MetaHuman, so we have to do it in every project.
> * Some pictures what to do can be found in [this issue](https://git-ce.rwth-aachen.de/vr-vis/VR-Group/audictive-study/-/issues/2)
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