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. ...
After calling Stop() in UpdateTimeCursorPosition (LevelSequencePlayer.cpp:392), we continue on to set TimeCursorPosition to NewPosition. At this point, NewPosition is beyond the end of the track. A ...
I saw a following assertion. Assertion failed: (AdditivePoses.Num() > 0) || (NonAdditivePoses.Num() > 0) [Link Removed] [Line: 1381] This is my quick fix// code placeholder void FAnimInstance ...
Not a critical bug but add unnecessary workload since the user found himself constantly checking Yaw values. ...
It looks like the Actor's Binding information has not been saved successfully. ...
Property tracks rely in the default display name for naming in the UI. String tracks have their own override for the default display name getter (UMovieSceneStringTrack::GetDefaultDisplayName) which ...