Generated characters animate correctly on UE 5.4 and 5.5, the crash-on-exit is closed off, and update prompts can be quieted for good.
Fixed
- UE 5.4 / 5.5: generated Third Person characters finally animate properly. These engine versions have no Retarget Ops, so retargeted clips left their travel on the pelvis (the lurch-and-snap-back) and the duplicated animation blueprint's parent was never saved (the T-pose slide after reopening the project). Travel is now rebased onto the root and every duplicated animation blueprint is saved.
- Feet no longer pin to the floor after reopening the editor. The template's foot-IK Control Rig re-enabled itself on every editor load; it is now removed from generated characters' animation blueprints entirely. If an existing character is affected, regenerate it.
- No more crash dialog when closing the editor. On UE 5.4–5.7 an engine bug asserts if async compilation work is still queued at shutdown. The plugin now switches compilation to synchronous and drains every queue before the engine tears down — including landing-animation recompression, which could also break the landing pose in the same session a character was generated.
- Character shadows render correctly. Per-part shadow bounds were too tight once animated, so Virtual Shadow Maps clipped and cached bad shadows under generated characters. Every part now carries widened bounds, re-asserted on UE 5.6 which silently reset them.
- Batch generation without an output folder no longer crashes the editor.
Added
- Three ways to quiet update prompts: Dismiss (this session), Already have it (that version stays quiet), and Don't show this again — backed by a new Hide GDB update prompts setting under Project Settings → Plugins → GDB Character Creator. The toolbar badge still shows available updates either way.