Setting up root motion in a sub instance to RootMotionFromEverything seems to cause the sub instance to evaluate, and override the notifies of the animation that was playing, which prevents the noti ...
Creating a montage from a default frame rate and rate scale sequence reports 1 less frame than the sequence. The difference is a result of UAnimSequence overriding UAnimSequenceBase::GetNumberOfFram ...
In non-editor builds UAnimInstance::GetInstanceTransitionTimeElapsed always returns 0.0f. This is caused within FAnimNode_StateMachine::Update_AnyThread due to: #if WITH_EDITORONLY_DATA NewTra ...
A Crash can occur when setting a skeletal mesh's animation instance to None when it has Update Rate Optimizations enabled. An unverified proposed fix for this is to remove the nullptr check when ...
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 ...
Using a custom Blend Graph can trigger the ensure Bone.IsRotationNormalized() when source pose is connected to output. ...
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 ...
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 ...
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. ...
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 ...