Description

Looking at the propagate function:

void UAnimStateTransitionNode::PropagateCrossfadeSettings()
{
	UEdGraph* CurrentGraph = GetGraph();
	for (int32 idx = 0; idx < CurrentGraph->Nodes.Num(); idx++)
	{
		if (UAnimStateTransitionNode* Node = Cast<UAnimStateTransitionNode>(CurrentGraph->Nodes[idx]))
		{
			if (Node->SharedCrossfadeIdx != INDEX_NONE)
			{
				Node->CopyCrossfadeSettings(this);
			}
		}
	}
}

We don't check that the share settings match, we just overwrite anything that is shared.

Steps to Reproduce

1) Create an animation blueprint with a state machine that has 2 transitions
2) Share each transition under a different name
3) Change crossfade settings on one node
4) Check other node, they will have been overwritten by the first even though they were shared under different names

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-30105 in the post.

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Fixed
ComponentOLD - Anim
Affects Versions4.12
Target Fix4.17
Fix Commit3479672
Main Commit3502661
CreatedApr 29, 2016
ResolvedJun 8, 2017
UpdatedMay 18, 2020
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