The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user when triggering the same sequence while the previous instance of it is still blending out its montage data. We should probably be storing this montage data separately per sequence player instance. See UDN for more details.
See UDN for repro steps. TLDR, triggering the same sequence playing a montage with root motion on a character while the previous montage is still blending out causes issues.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-226159 in the post.
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Component | UE - Anim - Sequencer |
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Affects Versions | 5.4 |
Target Fix | 5.6 |
Created | Oct 1, 2024 |
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Updated | Oct 10, 2024 |