In the attached project, when we initially add a control rig track for the actor with multiple skeletal mesh components, we add the control rig for the correct component because FControlRigParameter ...
[Link Removed] Able to set default values for Sequence & Map variables for a Movie Pipeline Executor Job causing an Ensure & Crash. Repro Rate: 4/4 Tested this in //UE4/Release-4.27 @ CL#18319896 ...
Changing Class for Spawnable objects in Level Sequence did not have any impact on Possesable objects in Subsequence. It's still referencing the previous Class. Also found in Release-5.4, CL: 329753 ...
Material Instance Dynamic assigned to Spawnable objects with Editor Utility Widget get reverted when hit the Save button in Sequencer. This appears to come from the Material Instance Dynamic not be ...
Description: In Unreal Engine 5.4, when recording camera movements using the Take Recorder with the "Record Sources Into Sub Sequences" option turned off, significant viewport freezing and performan ...
When "RBF Interpolation" is enabled in the Groom settings, applying an Animation Sequence to a Skeletal Mesh that animates at a position far from the world origin causes the bound Groom shape to bec ...
Tested in //UE5/Release-5.0 CL20979098 this is a regression. Attachment is of UE 5.0.3. Actors set to Spawnable are not trackable by a camera once they've spawned. The camera will track the actor w ...
See the UDN for sample project. This is caused by the Editor Python sample not using the UMoviePipelineQueueSubsystem, which (when rendering) blocks the Sequencer from auto-binding to PIE. The fix ...
In Packaged builds, Chaos Cache Manager (CCM) can't animate Geometry Collections (GC) with Nanite Enabled if Cache Mode is set to Static Pose. The licensee tried to animate a CCM using Sequencer onl ...
When using the ForceSuccess decorator on a Run Behavior task which also has an abort decorator, the Force Success node cannot make the task return succeeded when the abort is triggered. This means t ...