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.
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
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-30105 in the post.
1 |
Component | OLD - Anim |
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Affects Versions | 4.12 |
Target Fix | 4.17 |
Fix Commit | 3479672 |
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Main Commit | 3502661 |
Created | Apr 29, 2016 |
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Resolved | Jun 8, 2017 |
Updated | May 18, 2020 |