GitHub 6821 : Fix to prevent anim montages from continuing to play animations past the end of the the last section.

UE - Anim - Runtime - Apr 4, 2020

See https://github.com/EpicGames/UnrealEngine/pull/6821 (shelved in CL 12599445) I filed a bug earlier. Case # 00167757 This fixes situations where if a section towards the middle of the anim mont ...

Hide Bone in constructor does not update world instances

UE - Anim - Runtime - Nov 4, 2019

Hiding bones during construction is not properly displayed by level instances placed at editor time. Note that setting 'Update animation in editor' on the mesh and re-running the constructor script ...

FSkeletalMeshMerge::MergeSkeleton calls BuildSockets before RefSkeleton is assigned

UE - Anim - Runtime - Aug 9, 2019

Before assigning RefSkeleton, FSkeletalMeshMerge::MergeSkeleton calls BuildSockets->RebuildSocketMap->FSocketInfo->RefSkeleton.FindBoneIndex, which incorrectly sets the SocketBoneIndex. ...

Anim notify issue with root motion replication

UE - Anim - Runtime - Jul 9, 2019

https://udn.unrealengine.com/questions/510965/view.html ...

Using Interpolative Animation Data into 'Make Dynamic Additive' gives warning "Trying to play a non-additive animation into a pose that is expected to be additive in anim instance"

UE - Anim - Runtime - Jun 6, 2019

Feeding Interpolative non-additive Data into Make Dynamic Additive gives a Warning "Trying to play a non-additive animation  into a pose that is expected to be additive in anim instance" AnimBluepr ...

Scrubbing Animation Timeline in Montage does not trigger sound notifies.

UE - Anim - Runtime - May 9, 2019

Scrubbing an Animation Timeline within a Montage does not play a sound for Anim Notifies that specify "Play Sound." ...

Trimming an animation that uses root motion can cause the direction of the animation to appear off

UE - Anim - Runtime - Apr 26, 2019

After trimming an animation that includes a rotation in the begining the translation for the root motion appears to be applied as though the rotation had still been applied. I have included the or ...

While using Rootmotion with blendout, the velocity will always fallback to 0.

UE - Anim - Runtime - Apr 19, 2019

We skip CalcVelocity for CharacterMovement while HasAnimRootMotion, and we do ExtractedRootMotion.MakeUpToFullWeight() anyway.  This caused problem that when we blend out a rootmotion anim, it will ...

Inappropriate description of tool tip when bone is selected in skeleton tree

UE - Anim - Runtime - Mar 11, 2019

According to the report from Licensee, this is because it is displayed when the child's bone has Weight, which is a cause of misunderstanding. ...