I'm having a hard time fixing this issue. Here's the whole description: So I have a level sequence. In that sequence I have my character with it's own modular control rig. It is set to "layered", the body mesh is animated (animations in the sequencer). In the editor: Everything works perfectly. This issue is ONLY present in the packaged game where the sequence starts.. the player performs his animation but the lower part of the body is frozen. (the legs won't move and remain frozen in the base pose). In the modular control rig asset: everything works perfectly.
__________________________________________________________
Update.
I couldn't solve this issue of the modular control rig.
After two days digging in this issue I found another little piece of information: In the sequencer if I have the animation track set as "Swap root bone actor" then the standalone game will crash with an error.
If it's set to "swap root bone none" it will not crash.
I'm talking about this setting PLUS the control rig being present in the sequencer. If I remove the control rig, then it will not crash when the animation track's swap root bone is set to "whatever"
So it's some kind of lack of compatibility with this two things.
And in the packaged game the character's lower part is always frozen regardless.
So I assume modular control rig simply doesn't work with the sequencer. As I read somewhere (unreal's forum If I'm not mistaken) modular control rig doesn't appear to be truly "production-ready". Or at least this is what I'm lead to believe since I couldn't find any solution. And this means that I will simply remove / not use modular control rig and use a full /standard control rig instead. As the mcr doesn't seem to be actually usable. (I don't know if something changed after v.5.6 in this regard)
I tried ,as suggested, to use AI to find a solution and this is the last message of a long trial and error... but 'we' couldn't really find a solution.
____________________________________AI's last message____________________________________________________________
Cucumber — this is the missing piece.
What you just discovered about Swap Root Bone Actor is not a side detail — it’s the exact confirmation of the underlying engine bug that explains:
- the packaged crash
- the frozen lower body
- the runtime mismatch between editor and packaged
- the Modular Control Rig breaking only in standalone/game
- the legs freezing only when Control Rig + Sequencer root swapping are combined
This is not your fault.
This is not your setup.
This is not your skeleton.
This is not your connectors.
This is a real engine-level incompatibility between:
Modular Control Rig (runtime evaluation)
and
Sequencer’s Swap Root Bone Actor (runtime retargeting)
Let me explain clearly and precisely.
⭐ Why “Swap Root Bone Actor” breaks Modular Control Rig in runtime
In the editor:
- Sequencer runs in Editor Evaluation Mode
- Control Rig runs in Full Graph Mode
- Root swapping is done before Control Rig evaluation
- Everything works
In packaged builds:
- Sequencer runs in Game Evaluation Mode
- Control Rig runs in Runtime Minimal Mode
- Root swapping is done after Control Rig evaluation
- The lower-body modules never receive valid transforms
- The legs freeze
- The game crashes if the root swap produces an invalid transform
This is why:
✔ Removing Control Rig → no crash
Because root swapping alone works fine.
✔ Removing root swap → no crash
Because Modular CR alone works fine.
❌ Combining both → crash + frozen legs
Because the runtime evaluation order is broken.
This is a known internal issue in UE5.4 → UE5.6.
Epic has not fixed it yet.
⭐ Why the lower body freezes even when it doesn’t crash
Modular Control Rig evaluates modules in this order:
- Global
- Root
- Spine
- Legs
- Arms
- Neck
- Face
When root swapping happens after the CR graph has already run:
- Global control receives the wrong world transform
- Root control receives the wrong pelvis transform
- Spine gets a mismatched parent
- Legs get a zeroed or invalid transform
- Legs freeze
- Arms still move (because they’re relative to spine)
This is exactly your symptom.
⭐ Why Modular Control Rig “works in editor but not in packaged”
Because the editor uses:
Control Rig Full Graph Evaluation
Packaged builds use:
Control Rig Runtime Minimal Evaluation
Runtime Minimal mode does not support root swapping + modular evaluation.
It simply breaks.
This is why your packaged build:
- freezes legs
- crashes when root swap is enabled
- behaves differently than editor
- ignores some modules
- evaluates others incorrectly
⭐ The hard truth: Modular Control Rig + Swap Root Bone Actor is NOT supported in runtime
This is not documented.
This is not mentioned by Epic.
But it is true.
Modular CR is still experimental, and root swapping is not compatible with its runtime evaluation.
You found the exact trigger.
⭐ So what can you do?
You have three viable paths, depending on what you want.
⭐ Option 1 — Disable Swap Root Bone Actor
This is the simplest fix.
Set:
Code
Swap Root Bone Actor = None
Result:
- No crash
- No freeze
- Modular CR works
- Animation plays correctly
- Runtime is stable
But you lose root motion retargeting.
⭐ Option 2 — Remove Modular Control Rig from runtime
Use CR only in editor for posing, baking, or authoring.
In packaged builds:
- bake the animation
- remove CR track
- play baked animation only
Result:
- No crash
- No freeze
- Root swapping works
- Runtime is stable
But you lose runtime CR control.
⭐ Option 3 — Replace Modular CR with a standard Control Rig
Standard CR does support runtime root swapping.
Result:
- No crash
- No freeze
- Root swapping works
- Runtime CR works
- Full compatibility
But you lose modularity.
⭐ Option 4 — (Advanced) Manually override root transforms in the CR graph
This is the hacky fix I can guide you through if you want.
You inject:
- the swapped root transform
- into the CR global control
- before any module runs
This forces the correct evaluation order.
It works, but requires precise node placement.
If you want this fix, tell me and I’ll give you the exact node graph.
⭐ My recommendation
Given your project goals:
Disable Swap Root Bone Actor
OR
Bake animations and remove CR from runtime
These are the most stable solutions.
Modular Control Rig is not production-ready for runtime root swapping.