Description

The issue has been reported by one of our licensee. He proposed a patch to be applied in AnimNode_SpringBone.cpp

 

 

188,189c188,191

< FVector ParentToTarget = (TargetPos - ParentSpaceBase.GetLocation()).GetSafeNormal();

< FVector ParentToCurrent = (BoneLocation - ParentSpaceBase.GetLocation()).GetSafeNormal();

ーーー

> //FVector ParentToTarget = (TargetPos - ParentSpaceBase.GetLocation()).GetSafeNormal();

> //FVector ParentToCurrent = (BoneLocation - ParentSpaceBase.GetLocation()).GetSafeNormal();

> FVector ParentToTarget = (Output.AnimInstanceProxy->GetComponentTransform().InverseTransformPosition(TargetPos) - ParentSpaceBase.GetLocation()).GetSafeNormal();

> FVector ParentToCurrent = (Output.AnimInstanceProxy->GetComponentTransform().InverseTransformPosition(BoneLocation) - ParentSpaceBase.GetLocation()).GetSafeNormal();

 

He said that it fixes the problem on his side, but it won't change anything when I tried. s

Steps to Reproduce

Open linked project.

Open te9000_test-anim_010 and see the preview animation.

Launch SpringControllerTest level, and see that the rotation in the animation is not correctly applied.

 

 

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-69373 in the post.

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Unresolved
ComponentAnim - Animation
Affects Versions4.21.2
Target Fix4.23
CreatedJan 31, 2019
UpdatedFeb 11, 2019