[Link Removed] From UDN: If you are using the new compatible skeletons feature and you have a Montage with an attribute curve on it, the curve is not correctly mapped to the target skeleton. So ...
Repro rate: 3/3 times This is a regression as the issue does not occur in 5.1.1 ...
When we create curves on additive animations, we are creating a curve based on whether the curve exists in either the base or additive pose. This wouldn't be the expected behaviour for a user when ...
When BlendRootMotionBasedOnRootBone is false, the LayeredBlendPerBone is aggregating root motion of the child poses ontop of the base pose root motion. (ie. if the first child pose's blend weight i ...
When BlendRootMotionBasedOnRootBone is true, the code in FAnimNode_LayeredBoneBlend::Update_AnyThread that calculates the root motion weightings for the sources doesn't appear to account for the po ...
Under certain conditions, it appears that the function UPoseableMeshComponent::CopyPoseFromSkeletalComponent may crash because the BoneSpaceTransforms obtained from the source component are empty, p ...
The anim mode track seems to cause the sequence to retrigger notifies every frame. ...
Repro Rate: 5/5 Tested this a few times and the crash seems to come in at different intervals, some had the prestreaming almost finished, then would crash. Working on a video to show crash to add ...
The bone proxy details customization for the animation editors doesn't currently reset modifications correctly. When a transform channel is modified and then reset, the bone proxy doesn't start liv ...
This is not a regression. Tested in //UE5/Release-5.0 CL20979098 The transform of a Virtual Bone can be changed in the Skeleton but isn't preserved this has caused some confusion with users. ...