Budget allocator fails to register components dropped into a level when NetMode is client on PIE

UE - Anim - Runtime - Oct 24, 2023

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 ...

Using the end of the curve as a weighted tangent does not yield the expected value.

UE - Anim - Runtime - Oct 16, 2023

When changing the tangent value, the last value is sometimes not 1.0 [Reproduce sample project] [Link Removed] ...

Crash occurs when opening FP_Walk_Fwd in the First Person Template

UE - Anim - Runtime - Sep 12, 2023

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. ...

IAnimationDataController::Evaluate implementations do not account for compatible skeletons

UE - Anim - Runtime - Aug 25, 2023

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 ...

Animation Montage Section Frame snaps montage segments to beginning of timeline

UE - Anim - Runtime - Aug 23, 2023

Moving a Montage Segment in an Anim Montage via section frame causes the Montage Segment to snap back to the beginning of the timeline. ...

AnimSequence derived data is non-deterministic

UE - Anim - Runtime - Aug 23, 2023

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 ...

Morph target preview no longer possible in skeleton editor

UE - Anim - Runtime - Aug 23, 2023

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 ...

When open the persona editor only the first time, the OnAnimChanged event is called with the argument none asset

UE - Anim - Runtime - Aug 14, 2023

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, ...

BoneList and BoneFilterActionOption in LOD0 of LODSettings are displayed after editing other LOD level

UE - Anim - Runtime - Jul 31, 2023

BoneList and BoneFilterActionOption in LOD0 of LODSettings are filters by the following code. void FSkeletalMeshLODSettingsDetails::CustomizeDetails(IDetailLayoutBuilder& LayoutBuilder) { ... st ...

Frame specific functionality unusable in Composite/Montage editors post 5.2 changes

UE - Anim - Runtime - Jul 20, 2023

Part of the changes for 5.2 required UAnimCompositeBase::GetSamplingFrameRate to be changed to return a very high framerate.  This has the unintended consequence of effectively making the functional ...