Object Rotates In Timeline But Not In BGE

I’m trying to learn BGE by making a simple platformer. I’ve created an enemy (a.k.a. “Ploop”), rigged, and animated a simple idle motion where the Ploop leans back and looks around. Everything works fine in the Blender timeline:
[ATTACH=CONFIG]205224[/ATTACH]
The problem occurs when I try to run it in the Blender Game Engine. The Ploop leans back, but the eyes do not move
[ATTACH=CONFIG]205225[/ATTACH]
The eyes and body are one object, albeit not connected.

I suspect the problem is that I have an empty object that I use as the target of a “target” constraint on the eye bones. I tried deleting the object, but the animation still worked fine in the timeline, with nada in the BGE. Any input would be much appreciated.

[ATTACH]205226[/ATTACH]

One problem is that you’re not running the animation on the empty itself to move it about. Another is that you have to use an Armature Actuator set to Run Armature mode for it to update the tracking on the armature.

Thanks for the reply SolarLune. I create a “Action” actuator for the empty and an “Armature” actuator for the Armature:
[ATTACH=CONFIG]205311[/ATTACH]
But this produced some bizarre results. The eyes did not rotate, but when I exited the game my “Ploop” modelled snapped forward so that the eye armatures were at the same X and Z values as the empty object.
[ATTACH=CONFIG]205312[/ATTACH]
Could the problem be with my keyframes? I’ve read in a few other places I should be using “Visual” keyframes for this kind of animation.