It appears that notify track does not follow the size of the custom window scale. As a result, display problems may occur, and events may be placed in unexpected positions. This is similar to [Link Removed], but it appears that consideration of the scale is lacking.
Proposed code:
SAnimNotifyPanel::OnNotifyNodeDragStarted
// Add start const FSlateRenderTransform InvTrackTransform = GetCachedGeometry().GetAccumulatedRenderTransform().Inverse(); // Add end for(const TSharedPtr<SAnimNotifyNode>& Node : Nodes) { // Modifier start const FVector2D OffsetFromFirst( InvTrackTransform.TransformVector( Node->GetScreenPosition() - OverlayOrigin) ); //const FVector2D OffsetFromFirst( Node->GetScreenPosition() - OverlayOrigin ); // Modifier end NodeDragDecoratorOverlay->AddSlot() .Padding(FMargin(static_cast<float>(OffsetFromFirst.X), static_cast<float>(OffsetFromFirst.Y), 0.0f, 0.0f)) [ Node->AsShared() ]; }
Then, notify events will appear incorrectly, as if they were placed on different tracks. The position of the events will shift when dropped.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-294561 in the post.
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Component | UE - Anim - Runtime |
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Affects Versions | 5.5 |
Target Fix | 5.7 |
Fix Commit | 43261679 |
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Created | Jun 4, 2025 |
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Resolved | Jun 5, 2025 |
Updated | Jun 6, 2025 |