Retargeting root motion results in the target animation appearing to "slide" on the ground or "hover" as if hanging from the pelvic bone. This has been reported to be fine in 4.9 but multiple users ...
Animation orientation does not auto-convert to UE4 coordinates when reimporting the same way it does when importing the same animation as a new import. In other words, a run animation generated from ...
Two different users have pointed out that the spring controls seem inverted and/or counter intuitive: The first post: https://answers.unrealengine.com/questions/328098/spring-controller-seems-to- ...
After importing a mesh with "Import Animations" enabled the editor crash's. Importing only the mesh does not crash the engine. Importing animation separately and assigning to Skeletal mesh on import ...
Not sure if this is an Animation or a Core issue, but a runtime Anim Node will not load properly with "-game" or in a packaged build. The developer that made this sample read this blog post: [Link ...
Hang and memory spike (that doesn't go away) when you create an endless loop in AnimBP. Blueprints have a safeguard against this when you try to PIE with an endless loop, but I think the Animation ...
Licensee reported Applied Additive animation with ApplyAdditive node with MeshSpace, but Applied animation is incorrect if applying same with AnimSequence "Base Pose Type" animation to Base pin. H ...
If a child anim blueprint has enough animations to go beyond the view of the asset override editor, the override editor will not show a vertical scrollbar until the window is resized. ...
Using Set Master Pose Component overrides any Set Morph Target operations on the slave component. ...
In the attached project, you'll find the NewChar_AnimBP. In the state machine, there is a "NotBoolean" node in the JumpingToFallingLoop transition that appears to be broken. At first, the NotBoo ...