Asset players in LinkedAnimInstances are ticked twice when a PostProcessAnimInstance is present

Anim - Apr 14, 2020

Reported here: https://udn.unrealengine.com/questions/569091/animation-playrate-in-linkedanimgraph.html I tested with a downloaded copy of 4.24. It looks like this would also happen in 4.25 though. ...

Animation Blueprint does not update in editor if ActorComponent UProperty is changed while ActorComponent is selected on placed Actor

Anim - Apr 14, 2020

At editor-time (ie, while using the editor and NOT in a PIE session), the Animation Blueprint's ability to read updated values appears to depend on what component of an Actor is currently selected, ...

Crash in Anim Budget Allocator when adding fifth budgeted component to the scene in packaged builds when Niagara is enabled

Anim - Apr 9, 2020

The setup is fairly simple: Each time the button is pressed, we spawn an actor with a USkeletalMeshComponentBudgeted component whose skeletal mesh is DefaultSkeletalMesh. When the fifth actor is ad ...

Editor crash when using Animation BP pose watch

Anim - Apr 7, 2020

We encountered a crash when using Anim BP Pose Watches to inspect poses on actors in a PIE instance. Specifically it seems ending the PIE session while the Anim BP is still watching the actor in the ...

GitHub 6821 : Fix to prevent anim montages from continuing to play animations past the end of the the last section.

Anim - Apr 4, 2020

See https://github.com/EpicGames/UnrealEngine/pull/6821 (shelved in CL 12599445) I filed a bug earlier. Case # 00167757 This fixes situations where if a section towards the middle of the anim mont ...

Some bones are not removed even when registered in "Bones to Remove"

Anim - Mar 22, 2020

 The difference between "testbone" and "testbone2" is only whether there is "joint7" Skinning itself has been properly ruled out. However, it can be confirmed by attaching a socket etc., but the bo ...

Crash/ensure when linking anim layers from animation update

Anim - Mar 12, 2020

Originally reported here: https://udn.unrealengine.com/questions/562047/linked-layer-animation-blueprint-proxy-missing-ske.html When linking an anim layer during update, we get either an ensure or ...

Editor crashes when changing skeletal mesh if another skeletal mesh component is attached when using master pose node

Anim - Jan 27, 2020

The crash only occurs if the additional skeletal mesh component is used with Set Master Pose Component (see ToggleAttach function in the TopDownCharacter BP). It doesn't seem to matter what mesh we' ...

BlueprintGetter does not work with or disable AnimGraph Fast Path

Anim - Jan 23, 2020

When used as part of the fast path in an ABP, variable Blueprint Getters are not used. If something with a getter that does not conform to or is supported by fast path, is used then fast path should ...

Linked Anim Graph With Mesh With Post Process BP Has Faster Animation Playrate

Anim - Jan 20, 2020

When an animation blueprint is using the "Linked Anim Graph" node and it's skeletal mesh has a post process animation blueprint the animation is played at the wrong playrate. Linked Anim Graphs wer ...