Likely resolved by the fix for UE-16027
Using the same import settings in UE4.8 and UE4.9 will result in a different number of frames of an animation being imported from the same FBX file.
If you import the same fbx animation which in Maya is between 0-29 (@30fps):
in 4.8.3 : the value of NumFrame of the UAnimSequence will be 30 and sequenceLength = 0.96666s
in 4.9 : the value of NumFrame of the UAnimSequence will be 29 and sequenceLength = 0.96666s
It's like NumFrames represented the number of keys in 4.8 and now it represents the number of intervals.
1. Launch any Blueprint project in UE4.8.3
2. Create a blank Test directory
3. Import the attached "A_FrameRate_Test" FBX using the same settings as the attached image, "48_ImportSettings.png"
*Primary animation settings: "Animation Length: Exported Time" and "Use Default Sample Rate" checked
4.NOTE: that the resulting value of NumFrame of the UAnimSequence will be 30 and sequenceLength = 0.96666s *See Image,"48_Results.png"
5. Now launch any Blueprint project in UE4.9
6. Create a blank Test directory
7. Import the attached "A_FrameRate_Test" FBX using the same settings as the attached image, "49_ImportSettings.png"
*Primary animation settings: "Animation Length: Exported Time" and "Use Default Sample Rate" checked
8. NOTE: that the resulting value of NumFrame of the UAnimSequence will be 29 and sequenceLength = 0.96666s *See Image,"49_Results.png"
RESULT: A difference in the number of frames is generated from the same FBX file between UE4.8.3 and UE4.9
EXPECTED: No difference in the number of frames generated from the same FBX file between UE4.8.3 and UE4.9
Status update on UE-21075 and UE-20622?
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-21059 in the post.
1 |
Component | OLD - Anim |
---|---|
Affects Versions | 4.9 |
Target Fix | 4.13 |
Created | Sep 14, 2015 |
---|---|
Resolved | Jul 21, 2016 |
Updated | May 18, 2020 |