Scrubbing an Animation with Process Root Motion does not apply root motion

Anim - Oct 18, 2019

When EnabledRootMotion and Process Root Motion are both enabled for an animation with root motion, scrubbing an animation does not match the result of playing the animation. The playing animation al ...

Shared Transitions are not usable by separate state machines within the same ABP

Anim - Oct 18, 2019

Shared transition rules/crossfades are not usable by other state machines within the same ABP. Copy/Pasting these transitions to a new machine, create new independent shared transitions of the same ...

Event Blueprint Initialize Animation executes multiple times per instance per frame

Anim - Oct 10, 2019

When editing the default values of a BP using an ABP, the ABP's initialize event will be triggered multiple times in a single frame.  ...

UCharacterMovementComponent OldVelocity is pre-additive while Velocity is post-additive

Anim - Oct 10, 2019

In UCharacterMovementComponent code such as PhysFalling, RestorePreAdditiveRootMotionVelocity is called before FVector OldVelocity = Velocity; leaving OldVelocity in a pre-additive state making furt ...

Animation sub instances tick twice with a post processing BP

Anim - Sep 18, 2019

An animation's sub instances will tick twice per frame if a post processing BP is set. ...

UAnimSequenceBase::GetNumberOfFrames off by 1

Anim - Sep 10, 2019

Creating a montage from a default frame rate and rate scale sequence reports 1 less frame than the sequence. The difference is a result of UAnimSequence overriding UAnimSequenceBase::GetNumberOfFram ...

UAnimInstance::GetInstanceTransitionTimeElapsed returning 0 in non-editor builds

Anim - Sep 4, 2019

In non-editor builds UAnimInstance::GetInstanceTransitionTimeElapsed always returns 0.0f. This is caused within FAnimNode_StateMachine::Update_AnyThread due to: #if WITH_EDITORONLY_DATA NewTra ...

Blend Space Per Bone Blend does not apply blend weight correctly

Anim - Aug 30, 2019

The Blend Space's Per Bone Blend doesn't always apply its interpolation speed correctly to the appropriate bone or at all. ...

Crash when setting Anim to "None" with URO

Anim - Aug 28, 2019

A Crash can occur when setting a skeletal mesh's animation instance to None when it has Update Rate Optimizations enabled. An unverified proposed fix for this is to remove the nullptr check when ...

State Machine events "Left State Event" and "Fully Blended State" not firing when animation is sequence is playing

Anim - Aug 28, 2019

State Machine events "Left State Event" and "Fully Blended State" not firing when animation is sequence is playing at the moment you enter/leave the state. ...