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 ...
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 ...
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 at the moment you enter/leave the state. ...
The SetAnimRootMotionTranslationScale in Character.h is not callable by blueprints. ...
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 ...
USkeletalMeshComponent::CalcBounds updates CachedLocalBounds by transforming the world FBoxSphereBounds, by the WorldToLocal transform, which is not sufficient to calculate the bounds in local space ...
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 ...
When creating an animation montage, it appears that frames can be lost. ...
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 ...