Using more than a single break struct node in sequence (despite no break nodes performing calculations) disables fast path. Splitting structs instead does not cause this issue. ...
When editing animation curves in sequencer, the animated object would update as the curves are changed/altered. Result: Would provide better/real time feedback to the animator. Improves Workflow: Th ...
The spawnable mesh seems to be breaking when their spawned property is altered. If you uncheck the spawned property in Sequencer, the Details panel also breaks similar to keying the property. This ...
This is an early trending crash coming out of the 4.16 Preview. Users have not provided any additional information about this crash. This was also experienced internally by Alex.P [Link Removed] ...
The implementation of UMGSequencePlayer::Play and UMGSequencePlayer::Pause are not conducive to being able to efficiently pause and resume animations. Some problems that need to be addressed: 1. ...
Crash when rendering cinematic in a Separate Process without "-NoLoadingScreen" cmd argument. Occurs in 4.12 and 4.13 in both Matinee and Sequencer Error message: Assertion failed: SizeX > 0 && S ...
This is a regression tested in //UE4/Release-4.27 CL 18319896 Preinfintiy and Postinfinity settings within the Curve Editor of an Animation can not be changed from Constant. Either by right clickin ...
User was attempting to render out EXR sequences and ran into an issue where anything above 640x360 caused the window to shrink and render at a lower resolution. The workaround is to "Use Separate P ...
When using NewBinding, the bind does not work properly with the level sequence specified by ShotTrack. The cause is that Guid of ExistingBindingID will be empty when passing through ActorPicked in ...
This is a somewhat common crash in 4.17. Users have not provided any descriptions of their actions when the crash occurred. Source Context 58 /** Gets the current value of the property w ...