It seems like the name will not update for the already place node automatically, however if a new one is created, the old name no longer appears in the node list and only the event node with the cha ...
The difference between "testbone" and "testbone2" is only whether there is "joint7" Skinning itself has been properly ruled out. However, it can be confirmed by attaching a socket etc., but the bo ...
Hiding bones during construction is not properly displayed by level instances placed at editor time. Note that setting 'Update animation in editor' on the mesh and re-running the constructor script ...
The Blend Space's Per Bone Blend doesn't always apply its interpolation speed correctly to the appropriate bone or at all. ...
by design, animation pose output pins can only connect to a single pose input pin. However, you can circumvent this behavior by dragging off the initial pose node output pin into an empty spot on th ...
Before assigning RefSkeleton, FSkeletalMeshMerge::MergeSkeleton calls BuildSockets->RebuildSocketMap->FSocketInfo->RefSkeleton.FindBoneIndex, which incorrectly sets the SocketBoneIndex. ...
If user execute "Remove Unused Bones from Skeleton" on Skeleton where PoseAsset exists, the index held in FPoseData :: TrackToBufferIndex in PoseAsset will not be corrected, and it will refer to the ...
https://udn.unrealengine.com/questions/510965/view.html ...