Skeletal Mesh Components that use Custom Animation Mode will have their animation rest to the base position when any change is made to the Level Sequence that the character is used in.
The Licensee has provided a description of an Engine Modification that works around the issue.
Clicking on the animation track, selecting "Properties" and changing "When Finished" from "Project Default" to "Keep State", then changing it back to "Project Default" seems to resolve the issue, but only until Cinematic is saved. As soon as the Level Sequence is saved, the issue will come back.
1. Download the Licensee's test project and open (see addl info URL)
2. Open the Level Sequence "/Game/Bug/BugSeq"
3. Place the current frame somewhere within "MF_Run_Fwd"
4. Toggle the value of the Cast Shadow track.
5. Observe the character animation resets. (T-Pose)
6. Seek forward 1 frame. Observe the animation is correct.
7. Save the sequence. Observe the animation resets. (T-Pose)
8. Seek forward 1 frame. Observe the animation is correct.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-216200 in the post.
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Component | UE - Anim - Sequencer |
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Affects Versions | 5.4, 5.4.1 |
Created | May 30, 2024 |
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Resolved | May 31, 2024 |
Updated | Jul 19, 2024 |