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 ...
Importing EDLs that reference the same shot more than once will not work correctly. ...
Regression: Tested in UE5/Release-5.0 at CL 20979098, this issue occurs there as well so this is not a regression. This issue occurs with any bone and setting any amount of Keyframes on any frame. ...
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 ...