Rotational root motion accumulation to worldspace can add invalid translation

UE - Anim - Gameplay - Mar 8, 2021

When a character is playing an animation that contains rotational root motion and that character is placed on a moving actor, an invalid translation component is introduced to the worldspace positio ...

Montage Root Motion does not work from sub anim instances

UE - Anim - Gameplay - Oct 25, 2019

Root motion from sub instances is not used when the parent instance is marked as 'Root Motion from Montages Only'. Proposed fix is to modify USkeletalMeshComponent::IsPlayingNetworkedRootMotionMo ...

Scrubbing an Animation with Process Root Motion does not apply root motion

UE - Anim - Gameplay - Oct 18, 2019

When EnabledRootMotion and Process Root Motion are both enabled for an animation with root motion, scrubbing an animation does not match the result of playing the animation. The playing animation al ...

State Machine events "Left State Event" and "Fully Blended State" not firing when animation is sequence is playing

UE - Anim - Gameplay - Aug 28, 2019

State Machine events "Left State Event" and "Fully Blended State" not firing when animation is sequence is playing at the moment you enter/leave the state. ...

SetAnimRootMotionTranslationScale Is not exposed to Blueprints

UE - Anim - Gameplay - Aug 5, 2019

The SetAnimRootMotionTranslationScale in Character.h is not callable by blueprints. ...

Trimming an animation that uses root motion can cause the direction of the animation to appear off

UE - Anim - Gameplay - Apr 26, 2019

After trimming an animation that includes a rotation in the begining the translation for the root motion appears to be applied as though the rotation had still been applied. I have included the or ...

CachedLocalBounds is incorrectly updated

UE - Anim - Gameplay - Apr 19, 2019

USkeletalMeshComponent::CalcBounds updates CachedLocalBounds by transforming the world FBoxSphereBounds, by the WorldToLocal transform, which is not sufficient to calculate the bounds in local space ...

While using Rootmotion with blendout, the velocity will always fallback to 0.

UE - Anim - Gameplay - Apr 19, 2019

We skip CalcVelocity for CharacterMovement while HasAnimRootMotion, and we do ExtractedRootMotion.MakeUpToFullWeight() anyway.  This caused problem that when we blend out a rootmotion anim, it will ...

Creating Anim Montage drops a frame(s)

UE - Anim - Gameplay - Dec 13, 2018

When creating an animation montage, it appears that frames can be lost. ...

TimeStretchCurve doesn't work in Animation Montage

UE - Anim - Gameplay - Oct 9, 2018

Using a TimeStretchCurve in an Animation Montage doesn't cause it to slow down or speed up when keys are added to the curve.  Link to API: [Link Removed] This was reported and tested in 4.20.3 (CL ...