A licensee has hit an access violation issue due to a movie scene containing a reference to an invalid child object binding. It triggers in the following method: UMovieSceneFolder::PostLoad // Vali ...
If after placing a notify on an anim sequence timeline you modify a property that is used in the GetNotifyName function of a blueprint notify in engine version previous to 5.5 (5.4.3 for example) th ...
Currently FNotifyNodeInterface directly references notifies that live within the related anim sequence. This can cause intermittent crashes when notifies are removed as the UI can still reference t ...
The workflow above is generally used to pull out key poses from a mocap performance. It works on 5.0. It can be simplified for QC into this:add some animation keys to your rigged character in Sequ ...
When using "Set Playback Position" after "Pause", actor transforms are broken. Sending them off to an unexpected position. Adding a delay seems to resolve the issue, but seems like it should still ...
According to CrashReporter there is both an Ensure and a Crash that occur with this callstack. The error message for the Ensure is Ensure condition failed: UIDList == AnimationCurves.UIDList [File:D ...
This is a common crash affecting users in 4.16. User Descriptionsrender a sequence to a video file or image sequence Source Context 205 void FormatForEDL(FString& OutputString, const FStri ...
Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 224 225 hr = Graph->AddFilter(CaptureFilter, L"Capture"); 226 if ...
Play rate track does not work when using CreateLevelSequencePlayer Regression: YES Worked: 4.12.5 CL:3039270 Broken: 4.13.1 CL:3142249 ...
After compile, spawnable actor is stuck in spawned state ...