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 ...
In some conditions, additive animation shows different/wrong behavior on Standalone Game and packaged game, from the other PIE. Watch the attached video. [Link Removed] The key points to reproduce ...
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 ...
In the Animation Montage Editor, NotifyEnd is unexpectedly called when a time marker is in the middle of an AnimNotifyState and the animation preview gets paused. Because the Animation Montage Edito ...
The cause of this problem is the Engine has code paths which register a new allocated object to Map without deleting the previous object. In the repro project, whenever hitting Space Bar, the level ...
When playing Montages with Root Motion, the sub stepper extracts root motion transform in small increments. If a Branching Point exists within the interval being extracted, the extraction range is s ...
Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 224 225 hr = Graph->AddFilter(CaptureFilter, L"Capture"); 226 if ...