"Use T0As Ref Pose" doesn't work when FBX has two meshes with different bind poses. See attached example assets ...
In the Skeletal Mesh editor, turning Show>Clothing>Apply Wind while switching tabs causes a crash. For example, turn it on while in the Mesh tab. Switch to Animation Tab and then back to Mesh. Turn ...
Crash in the Retarget Manager with Humanoid Rig when trying to re-assign a bone to a node. Happens particularly when there is already a bone selected and you want to select a new one. [Link Remove ...
Animation Sequence preview moves from the origin with root motion enabled and either local or mesh space selected for the Additive Anim Type. Example Project: [Link Removed] ...
The editor does not seem to be handling frame ranges properly for 60fps animations. Say you have a 200 frame animation that spans frame 0-200. Upon import it will be 201 frames. If you set the ra ...
This may not be an expected use of state machines, but it is becoming a showstopper for a couple of users. These user's are caching their locomotion state machine and then using a second state mach ...
In the answer provided by the developer for AnswerHub question, "Select Node" is not supported in the AnimGraph. However, the user is still able to select and add this to the AnimGraph which is caus ...
When the use adds key frames to a new animation sequence and then compiles and saves the editor will crash. ...
Licensee has called out a strange order of execution when a state machine begins a transition to another state.The condition for the transition A -> B is evaluated as trueThe condition for the trans ...
If a skeletal mesh is imported with a uniform scale of >1, the rotation feature in Persona will not rotate bones at the proper ratio. The meshes rotation will slow down as the uniform scale increase ...