The problem is that UCharacterMovementComponent::MoveAutonomous can tick the anim instance and dispatch notifies outside of the regular skeletal mesh component tick. But when MoveAutonomous calls T ...
This is a common and longstanding assertion that has occurred since at least the 4.13 release. User DescriptionsI was messing with a sequencer's camera settings (not playing back, but active) and c ...
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 ...
When implementing a sequencer system that uses FSoftObjectPath to reference an actor placed in a level (at runtime, the corresponding actor is obtained by calling FSoftObjectPath::ResolveObject), Re ...
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 ...
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 ...
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 ...