This is a regression. Tested in //UE5/Release-5.2 CL26001984 Opening the FP_Walk_Fwd animation in the first person template results in an assertion. ...
Looks like we are missing code in the Evaluate methods similar to what we are doing in DecompressPose to account for compatible skeletons. The easiest way to repro is in a standalone game because ...
Moving a Montage Segment in an Anim Montage via section frame causes the Montage Segment to snap back to the beginning of the timeline. ...
Building derived data for AnimSequence does not create deterministic output. Data that is stored to the DDC is expected to be deterministic. If there is a need to store metadata that may vary betwee ...
The curve refactor did not add the curve debugger tab to the skeleton editor, which means that morph targets cannot be previewed there. It would be convenient for some users to still be able to do t ...
OnAnimChanged did not seem to work correctly only the first time when opening the anim sequence and a PreviewScene was created. The OnAnimChanged event is supposed to notify which anim was changed, ...
BoneList and BoneFilterActionOption in LOD0 of LODSettings are filters by the following code. void FSkeletalMeshLODSettingsDetails::CustomizeDetails(IDetailLayoutBuilder& LayoutBuilder) { ... st ...
Part of the changes for 5.2 required UAnimCompositeBase::GetSamplingFrameRate to be changed to return a very high framerate. This has the unintended consequence of effectively making the functional ...
Crash when opening anim sequence and closing one viewport with two viewports open. No crash when one viewport is closed from one viewport open. ...
See linked UDN for details: [Link Removed] ...