The difference between "testbone" and "testbone2" is only whether there is "joint7" Skinning itself has been properly ruled out. However, it can be confirmed by attaching a socket etc., but the bo ...
Hiding bones during construction is not properly displayed by level instances placed at editor time. Note that setting 'Update animation in editor' on the mesh and re-running the constructor script ...
The Blend Space's Per Bone Blend doesn't always apply its interpolation speed correctly to the appropriate bone or at all. ...
by design, animation pose output pins can only connect to a single pose input pin. However, you can circumvent this behavior by dragging off the initial pose node output pin into an empty spot on th ...
Before assigning RefSkeleton, FSkeletalMeshMerge::MergeSkeleton calls BuildSockets->RebuildSocketMap->FSocketInfo->RefSkeleton.FindBoneIndex, which incorrectly sets the SocketBoneIndex. ...
If user execute "Remove Unused Bones from Skeleton" on Skeleton where PoseAsset exists, the index held in FPoseData :: TrackToBufferIndex in PoseAsset will not be corrected, and it will refer to the ...
https://udn.unrealengine.com/questions/510965/view.html ...
Found in 4.22 CL#6574378 Reproduced in 4.21 CL#4753647, 4.24 Main CL#7062442 The OnEditorCameraMoved delegate does not fire in the Animation Viewport. The example project provided by the user is a ...
Feeding Interpolative non-additive Data into Make Dynamic Additive gives a Warning "Trying to play a non-additive animation into a pose that is expected to be additive in anim instance" AnimBluepr ...