GetInstanceTransitionTimeElapsed doesn't use TransitionIndex. float UAnimInstance::GetInstanceTransitionTimeElapsed(int32 MachineIndex, int32 TransitionIndex) { // Just an alias for readabili ...
The problem seems to come from a notify having its LinkedMontage set to null when RefreshBranchingPointMarkers() is called. IsBranchingPoint() fails in this case, so it's never registered as a branc ...
The crash will occur when changing the Codec in a curve compression setting. This is a regression do it not happening in 4.26.2.. ...
Renaming a layer in an AnimationLayerInterface can cause issues where that layer doesn't bind properly, depending on which assets are open at the time. It works correctly if you rename a layer in a ...
In the AnimNode_Slot code, It seems that update() and evaluate() should be called by following order because in TickAnimation step, we need to make MontageEvaluateData valid.SkeletalMeshComponent::U ...
An assert fires related to the node index for the linked animgraph node being the same as the node index for the root node in the linked anim graph. Can be worked around by commenting out the check ...
This issue does not evaluate PostProcessAnimBP for skeletal meshes set to additional meshes in AnimMontage[Image Removed] If I opened PostAnimBP directly and compiled it, it also played on AnimMont ...
Bool input pins will fail to compile when connected to a boolean logic node and the node also has a float input pin that is currently connected. Compilation will fail with the error Default value ' ...