State Machine events "Left State Event" and "Fully Blended State" not firing when animation is sequence is playing

Anim - Aug 28, 2019

State Machine events "Left State Event" and "Fully Blended State" not firing when animation is sequence is playing at the moment you enter/leave the state. ...

Compiled MayaLiveLink plugin for Maya-2018 under Linux crashes Maya

Anim - Aug 27, 2019

User is trying to use the Maya Live Link plugin on Linux with Maya 2018. They tried to modify the MayaLiveLinkPlugin.cpp because there is no possible way to compile the plugin under linux with uintp ...

Blend Graph can trigger ensure Bone.IsRotationNormalized()

Anim - Aug 23, 2019

Using a custom Blend Graph can trigger the ensure Bone.IsRotationNormalized() when source pose is connected to output. ...

ApplyAnimationCurvesToComponent doesn't propagate everything to slaves

Anim - Aug 20, 2019

In USkeletalMeshComponent::ApplyAnimationCurvesToComponent, while InMaterialParameterCurves and InAnimationMorphCurves are independent of one another, if either of them is empty neither is passed on ...

Control Rig: crashes when compiling after rearranging input pins in an array in Example Rig Unit

Anim - Aug 20, 2019

The crash doesn't occur every time, but it will happen within 3 swap and compiles in my experience. I got multiple different callstacks when I cause the crash using the reproduction steps (they are ...

Crash after Disabling Post Process Blueprint on a Skeletal Mesh

Anim - Aug 20, 2019

Changing the Anim Class in the Details Panel before Disable Post Process Blueprint can prevent the crash from occurring. Changing the Animation Mode does not seem to prevent this crash.  The conten ...

Set Order of Additive Anim Type and Force Root Lock cause different results

Anim - Aug 16, 2019

The order in which Additive Anim Type is set to Mesh Space and Force Root Lock is enabled/disabled changes the end result. This seems to be related to the animation compression and DDC. ...

Animation poses can be "cached" by reroute nodes as an output in

Anim - Aug 16, 2019

by design, animation pose output pins can only connect to a single pose input pin. However, you can circumvent this behavior by dragging off the initial pose node output pin into an empty spot on th ...

Animation Blueprint Classes are Uncastable

Anim - Aug 13, 2019

It appears that the Anim Instance class is no longer accessible. As a result, no animation blueprints made are accessible via blueprints - regardless of whether or not the skeletal mesh actually use ...

USkinnedMeshComponent::PredictedLODLevel can be set below MinLOD

Anim - Aug 12, 2019

 Within USkinnedMeshComponent::UpdateLODStatus_Internal, if the USkinnedMeshComponent does not yet have a MeshObject, MaxLODIndex will be left as 0 and as a result PredictedLODLevel will be set to 0 ...