This is not reproduced in Shadow Color section.
Since ShadowColorAndOpacity is FLenearColor and ColorAndOpacity is FSlateColor, this prevents adding new keys in
ColorPropertyTrackEditor.cpp
FColorPropertyTrackEditor::GenerateKeysFromPropertyChanged
by selecting DefaultGeneratedKeys instead of NewGeneratedKeys when the color type is FSlateColor (ChannelName = 0x0000000015d287d8 "SpecifiedColor")
Then the keys are not added.
1) Create a Text in UMG Widget
2) Create new widget animation
3) Select Autokey, try to change ColorAndOpacity in Text widget.
Expected: Color is changed and new keyframe in the new track is made.
Result: Color is changed, no keyframe in new track and soon the change is reverted.
I am not able to find world outliner how to enable it?
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
Hey, why do i get this when i snap two similar meshes together?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How to achieve HLSL Multiple Render Target in Material blueprints?
How does UMG set overlapping layouts?
What method is used to fill polygonal regions when drawing spline mesh at run time?
Head over to the existing Questions & Answers thread and let us know what's up.
2 |
Component | UE - Anim - Sequencer |
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Target Fix | 4.16 |
Fix Commit | 3299524 |
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Main Commit | 3617655 |
Created | Feb 7, 2017 |
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Resolved | Feb 13, 2017 |
Updated | Apr 27, 2018 |