Renaming a layer in an AnimationLayerInterface can cause issues where that layer doesn't bind properly, depending on which assets are open at the time. It works correctly if you rename a layer in a ...
In the AnimNode_Slot code, It seems that update() and evaluate() should be called by following order because in TickAnimation step, we need to make MontageEvaluateData valid.SkeletalMeshComponent::U ...
An assert fires related to the node index for the linked animgraph node being the same as the node index for the root node in the linked anim graph. Can be worked around by commenting out the check ...
This issue does not evaluate PostProcessAnimBP for skeletal meshes set to additional meshes in AnimMontage[Image Removed] If I opened PostAnimBP directly and compiled it, it also played on AnimMont ...
Bool input pins will fail to compile when connected to a boolean logic node and the node also has a float input pin that is currently connected. Compilation will fail with the error Default value ' ...
FAnimNode_TransitionPoseEvaluator can cache a pose over multiple frames using FStackAttributeContainer rather than the heap equivalent. This will likely crash at some point if any user uses the cac ...
If a user setups up a custom transition graph that caches one of the input poses by setting the Evaluator Mode property to Freeze then the node fails to deal with the situation where the LOD or mesh ...
Fatal error: [Link Removed] [Line: 2516] Fatal error: [Link Removed] [Line: 2516]Objects have the same fully qualified name but different paths. New Object: MotionExtractorModifier /Game/Characters/ ...
As mentioned in the UDN - the user tried to rename an SMC to a different actor, which leaves the URO manager left with an incorrect data as it is not aware of the move. User proposed overriding Post ...
When a montage finishes and TriggerMontageEndedEvent is called, all queued notifies for that montage are cleared. However, this assumes that there is only one instance of the montage active at any ...