Noticing that when I undo assigning an actor it no longer plays back the previously assigned actor. ...
Tasks in the behavior tree are visually represented as running parallel to one another instead of sequentially when looking at the behavior tree visualizer. This does not seem to have an effect on f ...
Support for animating arrays of structs should either be disabled, or supported. ...
When exporting an object or camera with more then once section we currently only just export the first section, not the result of any blended/ overlapping sections or even adjacent sections. See ...
In Tick processing of LevelSequencActors of World Tick, If you destroy an actor with an actor's ticks, delete it immediately from the LevelSequencActor array. I think that the problem occurred becau ...
Auto-Play doesn't work when keying actors in a sub-level using Initially Loaded and Visible (Packaged Game Only) In the attached project, the only item in the persistent level is the Sequence Actor ...
it seems in FSequencerTimeSliderController::ComputeFrameTimeFromMouse the CursorPos is -nan ...
It seems that the first time an animation is played, the character pop into place. ...
I'm using this option. [Image Removed] But if you scrub to the end of your shot. You will always end up in a sub-frame. This throws some tools off like the Snapper and space-switching which do ...
A licensee reports that updating a stopped track that has already had it's state restored can cause problems. We should investigate why the update is happening and if it can be safely removed. ...