Animation Blueprints which contain a shared transition used to transition between two animation states will be marked as "dirty" every time the blueprint is compiled and re-opened.

Steps to Reproduce
  1. Create a new Third person Blueprint project.
  2. Create a new Animation Blueprint based on an Animation Instance Class,  using the UE4 Skeletal Mannequin.
  3. Add a State Machine node to the AnimGraph, and create 2 state nodes within the New State Machine.
  4. Create a transition between the two states in either direction.
    Save the Animation Blueprint and close the editor, then re-open the BP
  5. Select the Transition and click Promote to Shared and give it any name you like.
  6. Create a new Transition in the other direction between the two State nodes, and choose to re-use the Shared Transition created in step 5.
  7. Save and close the BP.  Upon re-open..

Result: you will notice that it has an asterisk in the Content Browser as it has been marked dirty even though nothing has changed.

Expected: No asterisk, Blueprint would compile clean.

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ComponentOLD - Anim
Affects Versions4.
Target Fix4.24
Fix Commit9140616
Main Commit9321182
Release Commit9552237
CreatedMay 14, 2019
ResolvedSep 26, 2019
UpdatedOct 28, 2019