Meshes With Multiple Morphs / Blendshapes Import Incorrectly

Anim - Jan 31, 2019

MorphTargets/BlendShapes are read from the scene, not the morpher modifier. This also results in blendshapes names being equal to morph target object name (objects), rather then names from morpher m ...

Virtual Bone effect is lost after re-importing mesh

Anim - Dec 31, 2018

After setting up a Virtual Bone on the skeleton and having it drive a Skeletal Control Node in an Animation Blueprint. Reimporting the skeletal mesh will cause the setup in the Anim BP to revert bac ...

When Both AnimMontage and AnimationTrack are Playing, the Blending Results are Different from Expectation

Anim - Dec 11, 2018

When Slot animation by AnimMontage and AnimationTrack is done at the same time, the blend result differs from expectation. Probably because if AnimMontage's loop playback by EventTrack is executed, ...

Get time to closest marker stops returning values after markers are added to other animations

Anim - Nov 30, 2018

When Sync Markers are added to other animations, the Get Time to Closest Marker node stops returning any information. ...

Engine/Extras/MayaLiveLink not provided in install directory

Anim - Nov 19, 2018

According to the Maya Live Link documentation, the zip file should be provided in the engine installation. https://docs.unrealengine.com/en-us/Engine/Animation/Live-Link-Plugin/Connecting-Unreal-Eng ...

CreateProxyObjectForPlayMontage does not report if cannot play

Anim - Nov 15, 2018

UPlayMontageCallbackProxy::CreateProxyObjectForPlayMontage creates a proxy object and immediately calls PlayMontage. If the montage fails to play (no mesh component, no animinstance, Montage_Play it ...

Animation Modifiers that contain a null Animation Sequence value cause the Engine to crash when applied to an Animation Sequence

Anim - Nov 14, 2018

When an Animation Modifier passes a null Animation Sequence value to an Animation Sequence the Editor will crash. This is a regression from 4.20.3 (CL-4369336). This was reported and tested in 4.21 ...

ApplyLimits AnimGraph Node has incorrect functionality

Anim - Nov 8, 2018

In AnimNode_ApplyLimits.cpp the inputs for the ConstrainAngularRange function are going to the wrong rotator values. The XYZ of the node's input vec3 is being stored in YPR of the clamped rotator, w ...

Skeletal Mesh Ref Skeleton can be built before Skeleton has finished loading, meaning it misses Virtual Bones

Anim - Nov 7, 2018

Skeletal Mesh Ref Skeleton can be built before Skeleton has finished loading, meaning it misses Virtual Bones. Need to force Skeleton to finish loading before building ref skeleton (Like animation a ...