Crash on applying animation modifier for some assets

Anim - Oct 29, 2019

When removing curves on some assets, a crash can occur. This seems to be due to const FSmartNameMapping* CurveMapping being null and dereferenced within UAnimationBlueprintLibrary::RetrieveContainer ...

Montage Root Motion does not work from sub anim instances

Anim - Oct 25, 2019

Root motion from sub instances is not used when the parent instance is marked as 'Root Motion from Montages Only'. Proposed fix is to modify USkeletalMeshComponent::IsPlayingNetworkedRootMotionMo ...

Crash in a packaged project when loading into a level after a nativized Anim BP grabs a PoseSnapshot using a FName

Anim - Oct 25, 2019

In packaged projects will crash when an animation blueprint that is nativized loads into a new level. The anim blueprint needs to use the PoseSnapshot node with a FName variable passed before loadin ...

Debug values not updated for parallel eval Animation BPs

Anim - Oct 22, 2019

The watched values of a level instanced ABP do not update if a.ParallelAnimEvaluation is enabled. ...

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. ...