Description

The issue has been reported by one of our licensee. He proposed a patch to be applied in AnimNode_SpringBone.cpp

 

 

188,189c188,191

< FVector ParentToTarget = (TargetPos - ParentSpaceBase.GetLocation()).GetSafeNormal();

< FVector ParentToCurrent = (BoneLocation - ParentSpaceBase.GetLocation()).GetSafeNormal();

ーーー

> //FVector ParentToTarget = (TargetPos - ParentSpaceBase.GetLocation()).GetSafeNormal();

> //FVector ParentToCurrent = (BoneLocation - ParentSpaceBase.GetLocation()).GetSafeNormal();

> FVector ParentToTarget = (Output.AnimInstanceProxy->GetComponentTransform().InverseTransformPosition(TargetPos) - ParentSpaceBase.GetLocation()).GetSafeNormal();

> FVector ParentToCurrent = (Output.AnimInstanceProxy->GetComponentTransform().InverseTransformPosition(BoneLocation) - ParentSpaceBase.GetLocation()).GetSafeNormal();

 

He said that it fixes the problem on his side, but it won't change anything when I tried. s

Steps to Reproduce

Open linked project.

Open te9000_test-anim_010 and see the preview animation.

Launch SpringControllerTest level, and see that the rotation in the animation is not correctly applied.

 

 

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Won't Fix
ComponentOLD - Anim
Affects Versions4.21.2
Target Fix4.24
CreatedJan 31, 2019
ResolvedSep 23, 2019
UpdatedMay 18, 2020