The ACL codecs are generating jitter in the animations on the linked UDN. This may be related to the large scale that's being applied to the root bone in the skeleton. This appears to be a regress ...
USkeletalMeshComponent::SkeletalMeshAsset is transient so it seems that any modified value that is set via the level details panel on an existing actor is lost. We deal with this same problem for o ...
Currently there's no validation within the animation attribute container that bone ids are valid. This means that client/game code can add attributes with invalid bone ids into the container and th ...
It seems that the FConsoleVariableDelegate used with CVars in AnimationBudgetAllocatorCVars.cpp does not get called when values get set initially from ini (e.g. DefaultEngine.ini) so dependent value ...
When a skeletal mesh component's leader component is set to a poseable mesh component, the application will run into an access violation when it tries to update animation curves and morph targets. ...
When the boolean is set on a child skeletal mesh, looks like it gets reset Specifically , at UActorComponent::ConsolidatedPostEditChange forces a reconstruction of the Blueprint, making the trans ...
The blend stack node doesn't generate any values for its DeltaTimeRecord. This can be tested with the fix for [Link Removed] shelved at 32747789. Since there isn't a tick record directly associate ...
It's possible for blendspaces to end up with an invalid delta time record because of how UBlendSpace::TickAssetPlayer modifies the time record. This only seems to happen with specific settings:Axis ...
This is an issue with the sequencer model, it does not clear its bPopulated flag so doesn't allow for changing the frame-rate to a non-compatible (multiple/factor off FPS). ...
The animation gets "corrupted" when the Initial Position value has an invaildad value. In this case, this means that the Initial Position value is outside the range of the duration of the Animation. ...