When importing camera animation FBX files into Sequencer, enabling the "Force Front XAxis" option causes the key tangents for Rotation-Pitch (Y) to be inverted. This results in broken animation curves instead of the smooth transitions expected from the source data.
The customer has confirmed that passing the bForceFrontXAxis flag to the bNegateTangents parameter (4th argument) of ImportTransformChannelToDouble resolves the issue.
File: MovieSceneToolHelpers.cpp (around L3158)
if (DoubleChannels[4].Get())
{
DoubleChannels[4].Get()->SetDefault(Rotation.Y);
- ImportTransformChannelToDouble(EulerRotation[1], DoubleChannels[4].Get(), FrameRate, false, true);
+ ImportTransformChannelToDouble(EulerRotation[1], DoubleChannels[4].Get(), FrameRate, ImportFBXSettings->bForceFrontXAxis, true);
}
Expected Result: The Pitch (Y) curve changes smoothly, matching the source animation.
Actual Result: The tangents are flipped, creating a "zigzag" or jagged wave pattern.
[Image Removed]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-370714 in the post.
| 0 |
| Component | UE - Anim - Sequencer |
|---|---|
| Affects Versions | 5.7 |
| Target Fix | 5.8 |
| Fix Commit | 51964473 |
|---|
| Created | Mar 19, 2026 |
|---|---|
| Resolved | Mar 19, 2026 |
| Updated | Apr 1, 2026 |