Part of the changes for 5.2 required UAnimCompositeBase::GetSamplingFrameRate to be changed to return a very high framerate. This has the unintended consequence of effectively making the functional ...
Crash when opening anim sequence and closing one viewport with two viewports open. No crash when one viewport is closed from one viewport open. ...
See linked UDN for details: [Link Removed] ...
[Link Removed] From UDN: If you are using the new compatible skeletons feature and you have a Montage with an attribute curve on it, the curve is not correctly mapped to the target skeleton. So ...
Repro rate: 3/3 times This is a regression as the issue does not occur in 5.1.1 ...
When we create curves on additive animations, we are creating a curve based on whether the curve exists in either the base or additive pose. This wouldn't be the expected behaviour for a user when ...
When BlendRootMotionBasedOnRootBone is false, the LayeredBlendPerBone is aggregating root motion of the child poses ontop of the base pose root motion. (ie. if the first child pose's blend weight i ...
When BlendRootMotionBasedOnRootBone is true, the code in FAnimNode_LayeredBoneBlend::Update_AnyThread that calculates the root motion weightings for the sources doesn't appear to account for the po ...
Under certain conditions, it appears that the function UPoseableMeshComponent::CopyPoseFromSkeletalComponent may crash because the BoneSpaceTransforms obtained from the source component are empty, p ...
The anim mode track seems to cause the sequence to retrigger notifies every frame. ...