Adding a new key inside a LevelSequence that changes the AnimationMode of a SkeletalMesh to "Use Animation Asset" can bug out the AnimationMode constantly change between "UseCustomMode" and "UseAnimationAsset".
This makes that the character keeps switching between T-Pose and the selected Animation. After some debugging, it looks like the issue is triggered more easily if the sequencer has a lot of tracks in it. This bug was not happening in version 5.2. It might be caused by the introduction of MovieSceneTaskSceduler.
1- Open the LevelSequencer that the user created.
2- Reproduce in loop the sequence. You will see in the BP_ThirdPersonCharacter details pannel that when the "Use Animation Asset" key is reached, the AnimationMode will be changing intermittently between "UseAnimationAsset" and "Use Custom Mode".
1- Open a new Unreal Engine 5.4.4 project from the ThirdPersonTemplate.
2- Create a LevelSequence. Add the BP_ThirdPersonCharacter as a spawnable as a Sequencer track.
3- From the CharacterMesh of the Blueprint, Add an AnimationTrack. Create two keyframes. At frame 0 with Use AnimationBlueprint, and after some frames, a new keyframe with UseAnimationAsset.
4- Spawn 50 lights in the scene and add them in the sequencer. This issue happens more often when the sequencer has a lot of tracks.
5- From the CharacterMesh, spawn a AnimationTrack with the MF_RunFwd animation. The animation should start at the same frame as "Use Animation Asset" key.
1- Open the LevelSequencer that the user created.
2- Reproduce in loop the sequence. You will see in the BP_ThirdPersonCharacter details panel that when the "Use Animation Asset" key is reached, the AnimationMode will be changing intermittently between "UseAnimationAsset" and "Use Custom Mode".
1- Open a new Unreal Engine 5.4.4 project from the ThirdPersonTemplate.
2- Create a LevelSequence. Add the BP_ThirdPersonCharacter as a spawnable as a Sequencer track.
3- From the CharacterMesh of the Blueprint, add an AnimationTrack. Create two key frames. At frame 0 with Use AnimationBlueprint, and after some frames, a new key frame with UseAnimationAsset.
4- Spawn 50 lights in the scene and add them in the sequencer. This issue happens more often when the sequencer has a lot of tracks.
5- From the CharacterMesh, spawn a AnimationTrack with the MF_RunFwd animation. The animation should start at the same frame as "Use Animation Asset" key.
6- Reproduce in loop the sequence. You will see in the BP_ThirdPersonCharacter details panel that when the "Use Animation Asset" key is reached, the AnimationMode will be changing intermittently between "UseAnimationAsset" and "Use Custom Mode".
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
An error occurred while trying to generate project files !?
How can i modify the param name in EQS node
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-226048 in the post.
0 |
Component | UE - Anim - Sequencer |
---|---|
Affects Versions | 5.4.4 |
Created | Sep 30, 2024 |
---|---|
Resolved | Oct 4, 2024 |
Updated | Oct 8, 2024 |