This is a regression in 5.8 caused by 47265321. It's because we now perform the montage update and dispatch the queued notifies via CharacterMovementComponent::TickCharacterPose. But that all hap ...
There’s a bug with the bShouldMatchSyncPhases codepath in UBlendSpace::TickAssetPlayer. That codepath calls ResetBlendSamples to give a deterministic output when advancing time on the animations ow ...
Summary In UE 5.7.4, when a looping BlendSpace with Match Sync Phases enabled plays as a SyncGroup Leader and crosses its loop boundary during a transition to an external AnimSequenceFollower in th ...
In URigHiearchyController::AddElement (and other functions), arbitrary delegate code is called while holding Hierarchy->ElementsLock, through the Notify function. URigHierarchy::AddReferencedObject ...
The crash is caused by changing the variable type of an AnimNotify that is already referenced by a montage. This issue cannot be reproduced in 5.6. ...
Frame-locked Sequencers can occasionally produce frames with a zero delta time due to frame number truncation. When this occurs, if the animation cursor is within the range of a Notify State that is ...
Scrubbing is the only way to move the playhead. ...
The issue is that FAnimationSequenceThumbnailScene::SetAnimation calls referesh bone transforms which will trigger notify states present at the midpoint of the animation (as the thumbnail code sets ...
Currently, we detect whether an anim instance is supported by the skeletal mesh and, if it isn't, unreference the instance, but we don't error or warn the user that this happened. This leads to conf ...
Changing the ComponentClass of a ACharacter twice and trying to set a SkeletalMeshAsset crashes the engine with a "Cannot replace existing object of a different class" message. The conditions to re ...