Licensee reported
Applied Additive animation with ApplyAdditive node with MeshSpace, but Applied animation is incorrect if applying same with AnimSequence "Base Pose Type" animation to Base pin.
However, use with LocalSpace is correct.
ApplyAdditive does not support MeshSpace? If so could you please support MeshSpace?
Use Apply Additive node with MeshSpace.
But source code of ApplyAdditive seems not supported MeshSpace.
Engine\Source\Runtime\Engine\Private\Animation\AnimNode_ApplyAdditive.cpp(Line 44)
FAnimationRuntime::AccumulateAdditivePose(Output.Pose, AdditiveEvalContext.Pose, Output.Curve, AdditiveEvalContext.Curve, ActualAlpha, AAT_LocalSpaceBase);
Then they modifed to use AAT_RotationOffsetMeshSpace for ApplyAdditive node, and ApplyAdditive node works fine with MeshSpace. But SlotNode with same animation and play with PlaySlotAnimation seems little different (especially on the tip of bones) with ApplyAdditive node.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-22548 in the post.
0 |
Component | OLD - Anim |
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Affects Versions | 4.9 |
Target Fix | 4.11 |
Created | Oct 23, 2015 |
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Resolved | Oct 29, 2015 |
Updated | May 18, 2020 |