Root motion from sub instances is not used when the parent instance is marked as 'Root Motion from Montages Only'. Proposed fix is to modify USkeletalMeshComponent::IsPlayingNetworkedRootMotionMo ...
When EnabledRootMotion and Process Root Motion are both enabled for an animation with root motion, scrubbing an animation does not match the result of playing the animation. The playing animation al ...
State Machine events "Left State Event" and "Fully Blended State" not firing when animation is sequence is playing at the moment you enter/leave the state. ...
The SetAnimRootMotionTranslationScale in Character.h is not callable by blueprints. ...
USkeletalMeshComponent::CalcBounds updates CachedLocalBounds by transforming the world FBoxSphereBounds, by the WorldToLocal transform, which is not sufficient to calculate the bounds in local space ...
When creating an animation montage, it appears that frames can be lost. ...
Using a TimeStretchCurve in an Animation Montage doesn't cause it to slow down or speed up when keys are added to the curve. Link to API: [Link Removed] This was reported and tested in 4.20.3 (CL ...
With Root Motion From Everything enabled, a Blend node gives different results when feeding it Animation Sequences directly or when first using a Cached Pose. *Simple test project attached Two sce ...