Contextual Anim Scene editor Preview viewport doesn't display static mesh attachments

UE - Anim - Gameplay - Feb 12, 2024

Many of the animation asset editors don't display static mesh attachments in the way that the anim sequence or anim bp editor do.  This prevents users from previewing characters that are built from ...

Motion Matching Database editor Preview viewport doesn't display static mesh attachments

UE - Anim - Gameplay - Feb 12, 2024

Many of the animation asset editors don't display static mesh attachments in the way that the anim sequence or anim bp editor do.  This prevents users from previewing characters that are built from ...

GetRelevantAnimTime functions don't work with State Aliases

UE - Anim - Gameplay - Jan 26, 2024

GetRelevantAnimTime family of transition don't work with state aliases ...

Blueprint Typing Potentially Incorrect when using Chooser Plugin

UE - Anim - Gameplay - Jan 8, 2024

This appears to be some form of type confusion. In editor, the type of the result pin is a Packed Level Actor Class Reference, but at runtime, the returned value is a BlueprintGeneratedClass. ...

"Right-click -> Set Current Preview Mesh" option does not exist for Montages.

UE - Anim - Gameplay - Dec 6, 2023

Related UDN: [Link Removed] ...

Foot Placement tries to step on vertical surfaces

UE - Anim - Gameplay - Oct 31, 2023

From a community member: Are you responsible also for the FootPlacement node? Its fantastic, but there is a possible bug with the walkable surface handling. It tries to step even on vertical surfac ...

Montage Editor calls NotifyEnds of AnimNotifyState even when paused

UE - Anim - Gameplay - Oct 13, 2023

In the Animation Montage Editor, NotifyEnd is unexpectedly called when a time marker is in the middle of an AnimNotifyState and the animation preview gets paused. Because the Animation Montage Edito ...

Combining Layered Blend Per Bone with Cached Pose nodes can break root motion extraction

UE - Anim - Gameplay - Aug 23, 2023

When the input to a Layered Blend Per Bone node is two instances of the same cached pose, we aren't sampling root motion correctly.  In the attached example, the weight on the root bone is 0 and Ble ...

In the Anim Sequence Editor set a Notify's MontageTickType to be fixed to BranchingPoint if that Notify is a Native Branching Point

UE - Anim - Gameplay - Jun 30, 2023

To avoid confusing users when working with a Native Branching Point Notify set its MontageTickType to be fixed to BranchingPoint.  ...

UAnimSequence::ExtractRootMotionFromRange causes problems on skeletons with different root bone ref transforms

UE - Anim - Gameplay - May 29, 2023

We should disable this block of code by default, with a config/console var to enable it: // Transform to Component Space const FTransform RootToComponent = RootTransformRefPose.Inverse(); StartTran ...