We are currently upgrading some of our systems from Unreal 5.6 to Unreal 5.8, and we've noticed an issue with Widget animations. In one of our commonly used actors, a Widget animation is queued in t ...
We noticed an inconsistency when using attach tracks, depending on whether or not the parent actor has a default scene root. This creates an unintuitive behaviour for animators. It can be reproduce ...
Controls don't display in viewport if the container blueprint has "Run Construction Script in Sequencer" enabled. We've also noticed spawned control tracks temporarily disappearing from sequencer. ...
A GC leak, similar to the one fixed by 44483919 but for Level Sequences in Level Instances rather than ones with Widgets. A Level Sequence Actor in a Level Instance points to a Level Sequence Asset ...
FCameraShakePreviewer is an FGCObject that strongly references the UCameraShakeBase instances it previews, and creates them outered to the previewed UWorld. Nothing releases them on world teardown, ...
On Android, loading a Level Sequence fatals in the async loading thread: Assertion failed: (NewValue & ~PAYLOAD_Bits) == 0 MovieSceneNumericVariant.cpp:133 Unable to store a pointer outside of a ...
We are getting multiple crashes on 5.8.1 when trying to use the cinematic viewport on Linux, the most consistent way it's been reproduced is by clicking on the blue frame number to the left of the c ...
When playing back sequences on a character that is bound users will sometimes run into an ensure from FEvaluateActorReferenceChannels. ...
We've noticed an inconsistency with UMovieSceneSequencePlayer::GetEndTime(). It does not take into account DurationSubFrames. See UMovieSceneSequencePlayer::GetDuration() for comparison. Also, the c ...
The anim mixer's skeletal animation eval task suppresses an anim sequence's Force Root Lock during pose evaluation so the root-motion extraction task (FAnimNextExtractRootMotionTask) can measure and ...