REGRESSION
No.
When a skeleton has multiple skel meshes assigned to it, if the user creates a animation asset (animation blueprint, composite, montage) by right-clicking the skeletal mesh and select "Create > ...", it may not choose the right mesh. This can result in some confusion when opening the asset in Persona.
Since the skeleton is the same, this does not affect the user's ability to use the animation blueprint on the desired mesh.
RESULT
In the thumbnail (and when you open it in Persona), the Torso mesh will not be used.
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Installer 4.10 failed with error code R-1603
An error occurred while trying to generate project files !?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-40032 in the post.
0 |
Component | OLD - Anim |
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Affects Versions | 4.15 |
Target Fix | 4.16 |
Fix Commit | 3369462 |
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Main Commit | 3385232 |
Created | Dec 23, 2016 |
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Resolved | Mar 29, 2017 |
Updated | May 18, 2020 |