A licensee has reported an issue with jitter when playing animations on an actor translated far from the origin (300000.0 units). This repros on the First Person Template. The issue is more obviou ...
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 ...
When creating an anim streamable we immediately fail a check in the compression code in FCompressibleAnimData::FetchData: checkf(AnimSequence, TEXT("Invalid animation sequence while trying to fetc ...
When using the Property Access node on Animation Blueprints to gain performance by better exploring parallel processing, it is possible that the underlying accessed property or any intermediate acce ...
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 ...
This issue is caused by us forcing user defined structs to be loaded as part of AttributeTypes::Initialize. That is called after at the ObjectSystemReady run phase during engine initialization howe ...
Looks like this was broken during the anim data model refactor. The data exists on the data model now so we can probably display this via a details customization ...
Typically, non-animated bones behave the same way as extra bones on a target skeleton. However, it appears that this isn't the case for mesh space additive sequences. When a bone is present on th ...
USkeleton class only performs Add or Empty operations on the LinkupCache array and has no Remove, so the number of LinkupCache can keep increasing in some cases (A description in Step to Reproduce s ...
The crash occurs from "check(BoneBlendWeights.Num() == NumBones);" This crash occurs when the following conditions are met;The skeletal mesh LOD is changed.The number of bones is difference between ...