From licensee:

If StrideScale is 1 the first time through, it initialises the StrideScaleModifierState to 1 and doesn't require updating so leaves the CachedDeltaTime at 0 by never calling Update_Internal, and thereafter can never update because CachedDeltaTime time is stuck at 0 so StrideScaleModifierState will never move from 1 if interpolating is enabled. 

But if StrideScale is anything other than 1 the first time, it initialises StrideScaleModifierState to not-1 and updates the CachedDeltaTime, and thereafter will always be able to update StrideScaleModifierState towards the requested value so will be able to update when necessary.


Steps to Reproduce
  1. Create a minimal stride warping setup with manual mode and stride scale bound to a variable  [Link Removed]
  2. Enable "Interp Result" in the stride warping node
  3. Edit the preview value of the Stride Scale variable

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ComponentUE - Anim - Gameplay
Affects Versions5.0
Target Fix5.1
Fix Commit21411252
Main Commit21412560
CreatedAug 15, 2022
ResolvedAug 17, 2022
UpdatedAug 24, 2022
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