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Troubleshooting
This page covers common issues and solutions when using Off World Live's VRM4U fork for non-VRM skeleton support.
Symptoms:
- Clicking "Auto Populate" doesn't map any bones
- Output Log shows "No bones detected"
- Character doesn't respond to VMC data
Solutions:
-
Check Skeleton Type Setting
- Make sure you selected the correct skeleton type
- Try setting it manually instead of using "Auto"
- Common types: Metahuman, Mixamo, Daz, VRM
-
Verify Target Skeletal Mesh
- Ensure the Target Skeletal Mesh field is set
- The skeletal mesh must have a valid skeleton asset
-
Check Bone Naming
- Your skeleton must use relatively standard humanoid bone names
- Open your skeleton asset and verify bone names match common conventions
Symptoms:
- Some bones mapped but important ones are missing (spine, head, hands, etc.)
- Character motion is partially working but incomplete
Solutions:
-
Use Custom Bone Overrides
- In the Vrm Meta Object, add manual bone mappings
- Format:
Humanoid Bone Name→Your Model's Bone Name - Example:
leftHand→hand_l
-
Check Output Log
- Look for warnings about which bones failed to map
- This tells you exactly which bones need manual override
-
Verify Bone Hierarchy
- Ensure your skeleton has a complete humanoid hierarchy
- Missing parent bones can cause child bones to fail
Symptoms:
- Auto mode detects the wrong skeleton type
- Bone mapping is incorrect or incomplete
Solutions:
-
Set Skeleton Type Manually
- Don't use "Auto" - select the specific type
- Choose from: VRM, Metahuman, Mixamo, Daz, or Other
-
Use Custom Bone Overrides
- Manually specify the correct bone mappings
- This overrides the automatic detection
Symptoms:
- Game runs slowly when mocap is active
- Stuttering or hitching during motion capture
- High CPU usage
Solutions:
-
Lower Update Mode
- Switch from Streaming → Balanced
- Or Balanced → Performance
- See Performance Configuration for details
-
Check Multiple Characters
- If you have multiple VMC receivers, lower their update rates
- Use Performance mode for background characters
-
Monitor System Resources
- Use
stat fpsandstat unitconsole commands - Check CPU and GPU usage
- Close unnecessary applications
- Use
Symptoms:
- Motion capture looks jerky or stuttery
- Updates appear to skip frames
- Character movement isn't smooth
Solutions:
-
Increase Update Rate
- Switch from Performance → Balanced
- Or Balanced → Streaming
- Try Custom mode with higher FPS
-
Check Source Frame Rate
- Ensure XR Animator is sending at a high enough rate
- VMC sender should match or exceed your update mode
-
Verify Network Connection
- VMC protocol uses UDP networking
- Check for packet loss or network congestion
- Try using localhost (127.0.0.1) if both apps are on the same machine
Symptoms:
- VMC data is being received but character doesn't move
- No error messages in Output Log
Solutions:
-
Check Animation Blueprint Assignment
- Verify your Animation Blueprint is assigned to the character's Skeletal Mesh Component
- In the character's details:
Mesh → Anim Class
-
Verify VrmVMC Node Connection
- Open the Animation Blueprint
- Check that VrmVMC output pin is connected to Result node
-
Confirm Vrm Meta Object Assignment
- Select the VrmVMC node
- Verify Vrm Meta Object field is set in Details Panel
-
Check VMC Port
- Default is 39539
- Make sure XR Animator is sending to the correct port
- Check firewall isn't blocking UDP traffic
Symptoms:
- Most bones work but some don't move or move incorrectly
- Hands, feet, or spine behaving strangely
Solutions:
-
Use Transform (Modify) Bone Nodes
- Add these after the VrmVMC node
- Manually adjust problematic bone transforms
- Good for fine-tuning offsets
-
Check Custom Bone Overrides
- Verify the bone name mapping is correct
- Bone names are case-sensitive
- Check for typos
-
Review Skeleton Structure
- Some skeletons have non-standard hierarchies
- Extra bones or missing bones can cause issues
Symptoms:
- Character is in T-pose or A-pose when it should be neutral
- Bones are rotated incorrectly
- Arms or legs pointing wrong direction
Solutions:
-
Enable "Ignore Local Rotation"
- In VrmVMC node details
- This helps with skeleton compatibility
-
Check Reference Pose
- Your skeleton's reference pose should match VMC expectations
- Most VMC data expects T-pose or A-pose reference
-
Add Rotation Offsets
- Use Transform (Modify) Bone nodes
- Add rotation offsets to correct bone orientations
Symptoms:
- Character doesn't move when XR Animator is running
- No connection between apps
Solutions:
-
Verify IP Address and Port
- XR Animator should send to your PC's IP address
- Use
127.0.0.1if both apps are on the same machine - Default port: 39539
-
Check Firewall
- Windows Firewall may block UDP traffic
- Add exception for Unreal Engine
- Or temporarily disable firewall to test
-
Confirm VMC Output Enabled
- In XR Animator settings, enable VMC Protocol output
- Make sure it's actually sending data (check XR Animator's status)
-
Test with Different Port
- Try a different port number
- Some ports may be blocked or in use
Symptoms:
- Motion appears with noticeable delay
- Character lags behind real movements
Solutions:
-
Network Latency
- Use localhost (127.0.0.1) when possible
- Check network connection if using different machines
- Close bandwidth-heavy applications
-
Lower Update Rate Temporarily
- Test if network can't keep up with high update rates
- Try Performance mode to reduce network traffic
-
Check System Performance
- High CPU usage can cause processing delays
- Monitor with
stat unitconsole command
Symptoms:
- "Plugin requires modules that are missing" error
- Plugin checkbox is grayed out
Solutions:
-
Blueprint Projects
- This warning is normal for Blueprint projects
- Click "Yes" to continue - plugin should still work
-
C++ Projects
- Rebuild the solution in Visual Studio
- Right-click .uproject → Generate Visual Studio Project Files
- Clean and rebuild
-
Check Plugin Structure
- Verify VRM4U folder structure is correct
- VRM4U.uplugin should be in Plugins/VRM4U/
Symptoms:
- Build fails in Visual Studio
- Compilation errors in Output Log
Solutions:
-
Update Visual Studio
- Make sure you have the correct Visual Studio version for your Unreal Engine version
- UE 5.3+ requires VS 2022
-
Clean and Rebuild
- In Visual Studio: Build → Clean Solution
- Then: Build → Rebuild Solution
-
Check Unreal Engine Version
- Verify plugin version matches your UE version
- Download the correct release from GitHub
- Open
DefaultEngine.iniin your project'sConfigfolder - Add these lines:
[Core.Log]
LogVRM4U=Verbose
LogAnimation=Verbose- Restart editor and check Output Log for detailed information
- Window → Developer Tools → Output Log
- Look for warnings or errors related to VRM4U
- Search for "VRM4U" or "VrmVMC"
- Try the included VRM4U sample maps first
- If samples work but your setup doesn't, compare configurations
- Helps isolate whether issue is with plugin or your setup
- Plugin content is enabled (Show Plugin Content in Content Browser)
- OSC plugin is enabled (required for VMC protocol)
- XR Animator is properly configured and running
If you've tried the solutions above and still have problems:
-
Check Original VRM4U Documentation
- Many core features are documented there: VRM4U Docs
-
Open a GitHub Issue
- Visit our GitHub Issues
- Include:
- Your Unreal Engine version
- Skeleton type you're using
- Steps to reproduce the problem
- Screenshots of your setup
- Relevant error messages from Output Log
-
Check Existing Issues
- Someone may have already reported and solved your issue
- Search closed issues as well as open ones
- Installation - Reinstall instructions if needed
- Getting Started - Review setup steps
- Performance Configuration - Optimize your settings
- Original VRM4U GitHub
- XR Animator Documentation