Troubleshooting common problems with the Unreal Engine 4 Avatar SDK and known issues/limitations.

Common Errors

Crashes on built applications

Missing materials error
A common cause of crashes on built applications using our SDK is missing files or folders, like the glTFRuntime materials. To fix this, you can adjust the packaging settings by going to: Edit > Project Settings > Packaging From here, expand the Packaging section and look for "Additional Asset Directories to Cook." Alternatively, you can search for this setting from the top of the Project Settings Window. Now add the to folder/glTFRuntime as shown below. On the glTFRuntime documentation page, you will also see this tip for fixing build issues.
Errors on Blueprint projects
While we recommend using a C++ project (or converting your Blueprint project to a C++ project. it is possible to work with out plugin on a Blueprint only project. If you are having issues integrating our Ready Player Me Unreal SDK into your Unreal blueprint project here are some things to note.
  • The are separate versions of the plugin for Blueprint projects. Check in the Blueprint only folder here and select the version that matches your Unreal Engine version
  • For blueprint only projects the plugin needs to be installed into the specific engine, check out how to do an Engine Install here.
Unable to compile or open a C++ project
When importing our plugin to your Unreal C++ project, you should extract the plugin zip file into the PROJECT_NAME/Plugins directory as shown in our getting started guide. If you encounter some errors that prevent you from compiling the solution or opening the project. The most common fix is to remove all generated files/folders and perform a clean build. You can do this by following these steps
  1. 1.
    Delete the following folders Binaries, Intermediate, Saved
  2. 2.
    Delete the [PROJECT_NAME].sln file (if using visual studio)
  3. 3.
    Also, delete the Binaries and Intermediate folders side our plugin folders Plugins/glTFRuntime, Plugins/ReadyPlayerMe
  4. 4.
    Now that you have cleaned all the generated files navigate back to the project root folder and right-click the [PROJECT_NAME].uproject file. Then click "Generate Visual Studio Project Files"
  5. 5.
    After that, try reopening the project
If the above does not fix your issues, you can also try opening the .sln file and debugging the issue or contacting us at [email protected] with an email explaining your issue.
Animation is not playing on character in packaged builds
If you find that after your after is loaded it is not playing animations on a packaged build this is likely because the character blueprint is not set up correctly. In particular you need to check the AnimClass property on your blueprints SkeletalMeshComponent. Here you need to set your AnimClass to whatever animation blueprint you want to use and it needs to be set in editor before running the application.

Known Issues/Limitations

Significant lag when loading avatars at runtime

This is currently a known limitation to the free 3rd party glTFRuntime plugin that we use for handling the import of gltf/glb files both in editor and at runtime. They are actively working on improvements. Feel free to contact their amazing developers on the discord server here.
Unable to Load Ready Player Me website using Unreal Web Browser Plugin
Unreal Engine has a built in Web Browser plugin for running a web page inside your application. Unfortunately this Web Browser plugin uses an old version of Chromium, which means that a lot of modern websites will not work correctly as such it is not possible to load our website using Unreal Engine 4's Web Browser plugin. It seems that Epic has updated the Web Browser plugin in Unreal Engine 5 so that could be an option in the future.