Tangent is divided twice by Decimal Rate when importing animation from FBX in Sequencer

UE - Anim - Sequencer - Aug 20, 2021

The cause is that the ImportFBXProperty in MovieSceneToolHelpers.cpp is divided by DecimalRate. ArriveTangent = ArriveTangent / ((Key.Time - PrevKey.Time) * DecimalRate); LeaveTangent = LeaveTange ...

Copying and pasting event tracks will break endpoint bindings

UE - Anim - Sequencer - Aug 6, 2021

See linked UDN for more info. There appears to be an issue with mismatching parents when copying causing this to fail. ...

Pasting a component binding onto a Spawnable will not set up parenting correctly

UE - Anim - Sequencer - Aug 6, 2021

It appears that for spawnable bindings, when adding a child binding through a copy/paste it is not added to the child bindings array on the spawnable, so when GetChildPossessables is called, there a ...

Movie Render Queue does not render letterboxes to exports with sensor aspect ratios between 16:9 and 1:1

UE - Anim - Sequencer - Jul 28, 2021

There is a discrepancy between how Movie Scene Capture (Legacy) and Movie Render Queue handle letterboxing for sensor aspect ratio's that do not match the export resolution, which seems to be a bug ...

Frame Times in section structs are not converted with changing the sequence's tick interval.

UE - Anim - Sequencer - Jul 23, 2021

When changing the tick interval of the sequence, frame values stored on structs are not converted.  ...

Rendering from the Movie Render Queue at runtime while using the current level will fail, even when the levels match

UE - Anim - Sequencer - Jul 22, 2021

When Use Current Level is true, the MRQ tries to validate that the maps are the same, but this will fail when the maps actually do match.  The Use Current Level flag should allow the render to cont ...

Animations are not recorded correctly when "Save Record Assets" is enabled.

UE - Anim - Sequencer - Jul 21, 2021

If I disable "Save Record Assets", all animations are recorded. I have checked the implementation of bSaveRecordedAssets, but I am not sure if this is the intended implementation. ...

Two animation assets are created when Pawn is recorded in TakeRecorder.

UE - Anim - Sequencer - Jul 21, 2021

If you specify a Level Sequence of "TakeRecorder_Skeletal" in step 3, there will be only one animation created. The licensee wants this to be the same behavior. ...

When using All Nearby Spawned Actors, the number of recorded animation frames is not enough.

UE - Anim - Sequencer - Jul 21, 2021

The licensee wants to record the same number of frames as the animation in "Content/TakeRecorder_test/Grayman/anm/". I thought that increasing the number of frames by 1F on Sequence would solve the ...

If you add "All Nearby Spawned Actors" later, the first shot's animation will not be recorded.

UE - Anim - Sequencer - Jul 21, 2021

If you replace steps 2 and 3 and add "All Nearby Spawned Actors" first, and then add the Source of "Level Sequence", the animation of the first shot will also be recorded. ...