Renaming a layer in an AnimationLayerInterface can cause issues where that layer doesn't bind properly, depending on which assets are open at the time.
It works correctly if you rename a layer in an AnimationLayerInterface and don't have any of the Animation Blueprints which implement the interface open, or if you have all the Animation Blueprints open. It breaks if one of the blueprints is open during or after the rename, but not the other. (see repro steps and video)
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-132472 in the post.
1 |
Component | UE - Anim - Runtime |
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Target Fix | 5.1 |
Created | Oct 21, 2021 |
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Resolved | Sep 29, 2022 |
Updated | Jan 4, 2023 |