USkeleton class only performs Add or Empty operations on the LinkupCache array and has no Remove, so the number of LinkupCache can keep increasing in some cases (A description in Step to Reproduce s ...
The crash occurs from "check(BoneBlendWeights.Num() == NumBones);" This crash occurs when the following conditions are met;The skeletal mesh LOD is changed.The number of bones is difference between ...
Registration of budgeted components with the allocator fails when running in ENetMode::NM_Client. The initialization order when running in this mode is different to Standalone net mode which ends u ...
When changing the tangent value, the last value is sometimes not 1.0 [Reproduce sample project] [Link Removed] ...
This is a regression. Tested in //UE5/Release-5.2 CL26001984 Opening the FP_Walk_Fwd animation in the first person template results in an assertion. ...
Looks like we are missing code in the Evaluate methods similar to what we are doing in DecompressPose to account for compatible skeletons. The easiest way to repro is in a standalone game because ...
Moving a Montage Segment in an Anim Montage via section frame causes the Montage Segment to snap back to the beginning of the timeline. ...
Building derived data for AnimSequence does not create deterministic output. Data that is stored to the DDC is expected to be deterministic. If there is a need to store metadata that may vary betwee ...
The curve refactor did not add the curve debugger tab to the skeleton editor, which means that morph targets cannot be previewed there. It would be convenient for some users to still be able to do t ...
OnAnimChanged did not seem to work correctly only the first time when opening the anim sequence and a PreviewScene was created. The OnAnimChanged event is supposed to notify which anim was changed, ...