Our character is using the Pose search setup from GameAnimation content example. The architecture of the system is most the same with some new function that account for some input difference and sp ...
The AnimToTexture plugin generates an animated texture that results in a stutter when the animation loops. This looks to be related to the code in UAnimToTextureBPLibrary::AnimationToTexture which ...
The problem is that UCharacterMovementComponent::MoveAutonomous can tick the anim instance and dispatch notifies outside of the regular skeletal mesh component tick. But when MoveAutonomous calls T ...
SynchronizeWithExternalDependencies will call Modify on the Pose Search Database when the database has changed. This will call FAsyncPoseSearchDatabasesManagement::OnObjectModified which in turn ma ...
If we have PSDs that contain assets that were added manually to the database and also others that were added via branch in notifies then SynchronizeWithExternalDependencies will remove and re-add th ...
When using AddOrUpdateWarpTargetFromComponent you can pass in a SceneComponent, Relative Location and Rotation as well as optionally choosing to have the warp target follow the object if it moves.If ...
The DistanceCurveModifier data modifier generates curves that return zero values only. This issue has been tested on several Animation Sequences with enabled Root Motion and always occurred. ...
Notifies that are placed on animations referenced by montages aren't triggered when using the UAnimSingleNodeInstance to play back the montage. This is because - unlike on UAnimComposite - there is ...
The evaluate chooser node generates input pin names based on the parameter class / struct names. When that class or struct's name is changed, the pin doesn't update to account for that and so we si ...
Trying to use the Evaluate Chooser node in the All Results mode with a chooser table that returns the Subclass Of type results in a compilation error ("Array of Actor Object References is not compat ...