The notify panel in the animation editor doesn't currently support windows display scaling. If the user changes the display scale to something like 150% then selection of notifies is inaccurate. T ...
More details in attached UDN [Link Removed] Time stretch curve behaves incorrectly with large sections of in-between values. From the UDN: After using the feature a bit more we also noticed tha ...
Occurs 3/3 times. Third Person C++ Windows package crashed on launch with Assert Error Window (see attached screen capture) Regression occurs: Repro'ed in //UE4/Release-4.27 EGL Live @ CL18429761 ...
When creating a blend space within UE5, root motion options are greyed out and can NOT be selected, no matter if the animation has EnableRootMotion checked or not. I also made sure to try an animat ...
It seems that when reimporting a mesh that has added bones we aren't updating the compressed data within the anim sequences to account for the change in indicies of the virtual bones. If a user cal ...
It seems that the compressed animation data within an anim sequence is not updated immediately when a virtual bone is added to a skeleton. If the user attempts to call UAnimSequence::GetBoneTransf ...
Editor crashes when an Animation Blueprint Template is compiled with 'Layered Blend Per Bone' node. ...
Setting Key Interpolation for a point on a curve to Auto behaves differently than it did in UE4. The results are more akin to the User Interpolation with flat tangents. ...
Third Person C++ project crashing on open on Android Devices 4/4 Repro rate ...
Currently UAnimSequenceBase::OnModelModified assumes that a notify is linked to a sequence and not a montage. This causes branching point notifies to lose their linked montage when being updated an ...