Variable watch within state machines is broken

UE - Anim - Runtime - Anim Blueprints - Jan 21, 2022

Watching variables within states seems to be broken. See repro steps for details. ...

Packaged Game crashes when using blend space that was added from the context menu

UE - Anim - Runtime - Anim Blueprints - Nov 16, 2021

Blendspace created within an animation blueprint from the context menu throws an assertion when packaged and ran. Only occurs in packaged projects. The blendspace will work correctly in PIE, and st ...

Fatal Error: Cast of Package to AnimGraphNode_BlendSpaceGraphBase failed when deleting an opened Blendspace node in a State graph

UE - Anim - Runtime - Anim Blueprints - Aug 10, 2021

When deleting a Blendspace or Blendspace 1D node in a state graph, after opening it, the editor crashes. It doesn't crash when deleting it before opening the Blendspace node. It also doesn't matter ...

Check() when loading a child anim BP used as a linked instance

UE - Anim - Runtime - Anim Blueprints - Jun 7, 2021

Check encountered by CloudChamber. Slack thread: [Link Removed] ...

Duplicate linked anim layer interfaces cannot be added to an anim BP

UE - Anim - Runtime - Anim Blueprints - Mar 1, 2021

Duplicated anim layer interfaces cannot be added to the same anim BP. While UEdGraph::GraphGuid is unique within a bluprint, it is not unique within the project as a whole (see [Link Removed] for m ...

Toggle Pose Watch in AnimBP not working with Root Motion from Everything

UE - Anim - Runtime - Anim Blueprints - Jan 22, 2021

Anim Notifies Color does not change when typing on the keyboard

UE - Anim - Runtime - Anim Blueprints - Oct 26, 2020

If change the color by dragging the mouse, it will be applied normally. ...

Current animation asset is lost in animation preview when a post process anim BP is compiled

UE - Anim - Runtime - Anim Blueprints - Aug 3, 2020

UDebugSkelMeshComponent and PreviewInstance are lost current animation asset. There are 2 ways to fix below void UDebugSkelMeshComponent::InitAnim(bool bForceReinit) { // If we already have Pre ...

ChildAnimBP with different skeleton than parent does not show child skeletons anims in AnimGraphOverrides

UE - Anim - Runtime - Anim Blueprints - Jul 31, 2020

Create a Parent AnimBP, add any animation to it. Then create a childAnimBP from Parent. In ChildAnimBP, go to TargetSkeleton (from class settings) to change a different skeleton. Then go to the Anim ...

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

UE - Anim - Runtime - Anim Blueprints - 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 ...