If a user setups up a custom transition graph that caches one of the input poses by setting the Evaluator Mode property to Freeze then the node fails to deal with the situation where the LOD or mesh then changes during the transition. If this does change, the bones are then invalid and the skeleton appears to explode.
The logic in FAnimNode_TransitionPoseEvaluator should account for the fact that the compact pose can change between frames when caching in the same way that we do in the Copy Pose node.
ensureMsgf(!Bone.ContainsNaN(), TEXT("Bone (%s) contains NaN from AnimInstance:[%s] Node:[%s] Value:[%s]"), *RefSkel.GetBoneName(MeshBoneIndex.GetInt()).ToString(), *Output.AnimInstanceProxy->GetAnimInstanceName(), LinkedNode ? *LinkedNode->StaticStruct()->GetName() : TEXT("NULL"), *Bone.ToString());
Request a info about UE-127172 bug tracker
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-126578 in the post.
0 |
Component | UE - Anim - Runtime |
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Affects Versions | 4.26.2 |
Target Fix | 5.0 |
Created | Sep 14, 2021 |
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Resolved | Oct 20, 2021 |
Updated | Jan 26, 2023 |