start/end state notify events can be sent every frame on dedicated server builds

UE - Anim - Gameplay - Aug 1, 2025

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 ...

[CrashReport] Assertion failed: SizeX <= GetMax2DTextureDimension() in d3d11texture.cpp

UE - Graphics Features - Aug 22, 2017

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 ...

Behavior of NewBinding and ExistingBinding are different inside Shot track

UE - Anim - Sequencer - Jul 6, 2018

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 ...

FSoftObjectPath::ResolveObject references to the Editor's object in the first frame of Movie Render Queue

UE - Anim - Sequencer - MRQ - Dec 8, 2023

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 ...

[CrashReport] UE4Editor_MovieSceneTools!FPropertySection::GetPropertyValue<float>() [propertysection.h:70]

UE - Anim - Sequencer - Sep 20, 2017

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 ...

Access Violation - UMovieSceneFolder::PostLoad - Accessing freed memory

UE - Anim - Sequencer - Sep 19, 2024

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 ...

Modifying Notify Properties no longer updates the NotifyName in Blueprints with custom GetNotifyName function.

UE - Anim - Gameplay - Feb 13, 2025

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 ...

FNotifyNodeInterface crashes when referenced Notify is invalid

UE - Anim - Runtime - Mar 1, 2024

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 ...

Additive Animation does not work as intended when Ref Frame Index is more than zero

UE - Anim - Runtime - Dec 19, 2023

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 ...

Muting the top most track row is muting all track rows

UE - Anim - Sequencer - Jan 27, 2023

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 ...