Ensure when restoring pre-animated state on Skeletal Mesh with Linked Anim Graph

Anim - Sequencer - Jul 20, 2020

Download and launch attached projectPIEPress the "E" key to play the sequenceWait until sequence finishes RESULT Ensure in FAnimInstanceProxy::GetSkeleton as a result of restore state calling Unbind ...

Keying rotation with quaternion interpolation can give unexpected results

Anim - Sequencer - Jul 16, 2020

Adding keys when quaternion interpolation is enabled can lead to unexpected results.  ...

Take recorder does not record detachment and multiple attachments correctly.

Anim - Sequencer - Jul 14, 2020

Recording attachment will can add multiple sections to an attach track in Take Recorder. ...

Crash when copy and paste actor track what is spawnable and has event track.

Anim - Sequencer - Jul 13, 2020

This issue is regression. It crash only 4.25, and it dosen't crash in 4.24. Copy and past a specific track (spawnable, actor with event track, set endpoint) causes a crash in the editor.  ...

Sequencer particle toggle tracks evaluate one extra frame

Anim - Sequencer - Jul 1, 2020

It looks like particle toggle tracks use TimeRangeToNumberRange which gives the incorrect range as a result of CL 10893518 which fixed [Link Removed]. ...

MoviePipeline skipped frames using Temporal Subsampling + Time Dilation

Anim - Sequencer - Jun 30, 2020

The frame appears to be getting skipped entirely, but the timing for the frames on either side of them is correct, ie: if frame 10 is skipped, frame 9 and 11 still match the working case, so the ove ...

Long Movie Pipeline Renders cause Audio Crashes

Anim - Sequencer - Jun 29, 2020

This issue can temporarily be worked around by launching the editor with the "-nosound" argument which will disable audio recording. ...

For Level Sequence with multiple Shot and Transform Tracks, the Restore State of a Level Sequence Actor may not work due to the When Finished setting of the Transform Track.

Anim - Sequencer - Jun 19, 2020

LevelSequenceActor's Restore State is enabled, but the character does not return to the position it was in before the level sequence was played.  The LevelSequence of the attached project has two S ...

If setting isActive of Camera's Spawn Track to false and binding the camera to Camera Cut Track, the player camera moves to an incorrect position after the sequencer finishes playing.

Anim - Sequencer - Jun 16, 2020

If the binding itself registered in the camera cut is incorrect, the position of the camera after the sequencer ends becomes fraudulent. ...