Quick answer: In the Control Rig's Forwards Solve, read each control and set the corresponding bone transform (via Set Transform / Get Control), so control edits drive the bones.
Control Rig controls are just handles until the Forwards Solve wires them to bones. If dragging a control does nothing to the mesh, that wiring is missing. Here is how to connect it.
How to fix it
1. Wire controls in Forwards Solve
In the Forwards Solve graph, use Get Control and Set Bone Transform (or a Set Transform node) so each control's transform is applied to its bone every evaluation.
2. Initialize in Construction/Backwards
Use the Construction event to place controls on the bones and Backwards Solve to push poses back to controls. Without setup the controls float at the origin.
3. Check the rig is actually evaluating
Ensure the Control Rig component or the Anim BP's Control Rig node runs the asset. A rig that is not ticked solves nothing regardless of correct wiring.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.