If an actor that is set up to use an anim blueprint is used in the sequencer, then a property on the skeletal mesh is changed in the sequencer details panel. The actor will not evaluate any animatio ...
LevelSequenceEditor has input priority over the Level viewport and other editor modules even though the Level viewport has been the last one selected. An example would be a cut operation. If you ha ...
When dragging a keyframe on top of another, it keeps both keyframes instead of overriding ...
Binding lifetime sections aren't meant to overlap, but duplicating one, or pasting one can cause them to overlap, triggering an ensure. Duplication and copying and pasting are typical actions, so th ...
threads: [Link Removed] [Link Removed] Another occurence: [Link Removed] ...
Support for animating arrays of structs should either be disabled, or supported. ...
The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user w ...
Adding a new key inside a LevelSequence that changes the AnimationMode of a SkeletalMesh to "Use Animation Asset" can bug out the AnimationMode constantly change between "UseCustomMode" and "UseAnim ...
There is a crash that will occur when an empty Anim composite asset is being referenced in the Mesh component attached to a BP actor within a level sequence. Crash also occurs in Live 5.4.4 - not a ...