Description

Reported here: https://udn.unrealengine.com/questions/569091/animation-playrate-in-linkedanimgraph.html

I tested with a downloaded copy of 4.24. It looks like this would also happen in 4.25 though.

UAnimInstance::ParallelUpdateAnimation() does this:

// Tick asset players for this and any linked instances we have
for(UAnimInstance* LinkedInstance : GetSkelMeshComponent()->GetLinkedAnimInstances())}}
{
    LinkedInstance->GetProxyOnAnyThread<FAnimInstanceProxy>().TickAssetPlayerInstances();
}

That gets called for both the regular anim instance and the post process anim instance.

Steps to Reproduce

A minimal repro sample project was provided on this UDN: https://udn.unrealengine.com/questions/569091/animation-playrate-in-linkedanimgraph.html

Their setup:

  1. Main animbp has a Linked Anim Graph node
  2. The linked anim graph has a sequence player
  3. The post process anim graph just passes through the input pose

 

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Fixed
ComponentOLD - Anim
Affects Versions4.24
Target Fix4.25
Fix Commit11153530
Main Commit11214797
CreatedApr 14, 2020
ResolvedApr 15, 2020
UpdatedJul 17, 2020
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