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. ...
Repro Rate: 5/5 Tested this a few times and the crash seems to come in at different intervals, some had the prestreaming almost finished, then would crash. Working on a video to show crash to add ...
The bone proxy details customization for the animation editors doesn't currently reset modifications correctly. When a transform channel is modified and then reset, the bone proxy doesn't start liv ...
This is not a regression. Tested in //UE5/Release-5.0 CL20979098 The transform of a Virtual Bone can be changed in the Skeleton but isn't preserved this has caused some confusion with users. ...
When a SkeletalMeshComponent is restarted by calling in order of SetSimulatePhysics and SetComponentTickEnabled, the TickComponent and EndPhysicsTick are executed simultaneously. As a result, the ...
Regression: Tested in UE5/Release-5.0 at CL 20979098, this issue occurs there as well so this is not a regression. This issue occurs with any bone and setting any amount of Keyframes on any frame. ...
This is not a Regression. Tested in //UE5/Release-5.0 CL23058290. Crash occurs when creating a USkeletalMeshComponent inside a UMotionControllerComponent when applied to a Character. Commenting out ...
For example in cutscenes, the users use FBoneContainer::SetDisableRetargeting to temporarily use a specific shared animation without retargeting. But the function does not work correctly. We can fi ...
Generated from CrashReporter 1 user reported: "Crash when using "Toggle watch pose" in any node of the animation blueprint. The crash happens when you save the ABP after enabling toggle watch pose ...