User checks bTakeRotationFromEffectorSpace before changing EffectorLocation from BoneSpace to WorldSpace. Once set to World Space, the 'End Effector' section of properties becomes hidden and bTakeRotationFromEffectorSpace is no longer visible to uncheck. This results in AnimNode_TwoBoneIK.cpp continuing to use the variable bTakeRotationFromEffectorSpace to determine the EndBoneCSTransform, when it should now be determined from World Space.
It is suspected that "...the lines in AnimNode_HandIK that check both bTakeRotationFromEffectorSpace and bMaintainEffectorRelRot to modify the EndBoneCSTransform should be guarded by "if ( bBoneSpace )
{ ... }"."
Entered bug per instruction, however, I currently do not know how to reproduce this. Reached out to Matt Williams for repro steps.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
UE-81742 DXGI_ERROR_INVALID_CALL
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
I can't open my map from the editor.
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Anim - Rigging |
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Affects Versions | 4.10.4, 4.11 |
Target Fix | 4.12 |
Fix Commit | 2933457 |
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Main Commit | 2944273 |
Created | Mar 29, 2016 |
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Resolved | Apr 5, 2016 |
Updated | Oct 7, 2020 |