if fulfilling following conditions, KeepState setting of transform track doesn't work.
Until UE4.25, the last KeepState was respected and earlier RestoreStates were ignored. However, from UE4.26, the last KeepState may be ignored.
Similar to [Link Removed], which has already been resolved, but also occurs in UE4.26.1.
It can be temporarily avoided by adding a process to set bNeedsRestoration to false when KeepState is set in VisitLinkedAllocationImpl of TOverlappingEntityTracker.
else { for (int32 Index = 0; Index < Num; ++Index) { // MakeOutput(EntityIDs[Index], Keys[Index]); // add const uint16 OutputIndex = MakeOutput(EntityIDs[Index], Keys[Index]); Outputs[OutputIndex].Aggregate.bNeedsRestoration = false; } }
expect : after finishing level sequence, viewport keep last shot track
result : after finishing level sequence, viewport revert to first shot track
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-108625 in the post.
0 |
Component | UE - Anim - Sequencer |
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Affects Versions | 4.26.1 |
Target Fix | 4.26.2 |
Created | Feb 16, 2021 |
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Resolved | Feb 17, 2021 |
Updated | Nov 29, 2022 |