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Hmm, I might not be able to replicate your set up since I don't have your mocap system, but I've heard from several others that non-SteamVR tracking can mess with the system (I think they were mostly using Antilatency though).
I think my immediate thought is maybe some relevant plugins aren't installed on 4.26? I used to get that behavior when the animation blueprint wasn't correct for the character, or if the FBIK/Control. It might take me a while to investigate 4.26 since I don't have room for it/it was a lot of commits ago, so maybe start there for now.
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today i check the associated plugins work fine(i run the control rig demo project), and I debug the anim blueprint and check the bone data is right, but i am not sure the corresponding control rig is valid cause it can't debug and i am unfamiliar with it. so can you help me to verify is this the problem? thanks a lot.
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I downloaded 426, downloaded the 4.26 branch, installed the required plugins and everything works fine for me, so I think it might be your mocap set up since it's not steamvr? Again, I've heard there are strange, unexplainable incompatibilities with some systems that aren't steam vr, and unfortunately I don't have your tracker set up so I can't debug this.
Here is the test file that I set up if you need it: https://www.dropbox.com/s/uib27zuswhltv8r/VRMocap426Test.rar?dl=0
Here's a video of my test this morning: https://youtu.be/3Xpt0sL6URw
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the test file that you set up works fine , maybe my local Settings or files are different and I'll find time to check, Thank you very much! Another point there are errors in mocap_editorWidget
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