In case this matters to the team: I realized today that morph does NOT work for me in 4.10 when I call PlayAnimation. However when I attach an animation BP to a character BP in the Blueprint Viewport, then the morph works.
This is probably the reason why I had a different result than Nightasy.
So playing an animation Blueprint means, morphing works, but flickers, playing a pure animation directly means, no morphs show up
In AnimInstance.cpp move MorphTargetCurves.Empty(); operation from UpdateCurves() to UpdateAnimation(), where was in previus engine versions. This resolves problem for our project.
Is there any official word on whether this will be fixed in 4.11 or not? Because if not, I will not be able to upgrade to 4.11 and in fact will have to try and revert to 4.8.3 because I need this functionality and can not work around it
I’m trying to follow your lead here because it doesn’t look like Epic isn’t going to fix this bug. Is there a way to recompile the engine from VS? I dont’ get it from Git and would rather not go down that way at all. Clicking “Rebuild” in VS on the engine project just reports to me that the engine needs no rebuild although I just made those changes you recommended
Allright it seems that this solution also fixed my problems which were seperate from this one here but related (JIRA [UE-21684] [link text )
I will set this version up for myself here and use this from now on and stick with it until such time as this bug here will be officially fixed.
If the bug reoccurs for me (since my bug was more a occasional visual disturbance) I will report it back here.
Thanks for the fix kat_181 , it is really a lifesaver fro me since my project depends on this type of morph and I can not have my characters redone
The best answer I can give is that it is scheduled to be fixed for the 4.11 release. However we cannot guarantee that it will be because the fix needs to be tested to make sure it does not create new conflicts. In short, if you have a deadline, I would not count on the fix being included in the 4.11 official release.
Thanks a lot, I will wait for the final release though, since I had the git version installed here next to my main install and then had lots of problems with the rebuild-function always trying to build the whole UE engine when I wanted to rebuild my project, so I prefer the binary distribution but if the error still shows for me, I will report back
This bug that I had previously entered as [UE-20781] and had been closed as duplicate of [UE-20602] has proven to be a separate issue although the results of the bug were virtually identical. Hence, I have reopened [UE-20481] which addresses this post specifically and will be tested using the project and repro steps from xulture (above). We are working to correct this ASAP.
UE4 is a whole lot of code. I’m sure it’s not uncommon for two bugs to be thought to be the same bug. Glad to hear that you’re working to correct it. It’s a biggie.
This issue, initially reported as JIRA [20781], has now been fixed and verified using the project and repro steps provided by xulture. While you are welcome to use the GitHub solution submitted by xulture, be advised that this is not the solution that was ultimately incorporated into the engine so it may not be compatible with other code.
This fix currently resides in a branch of the Engine which may or may not be merged into the official UE 4.11 release and even less likely into one of the previews, although not impossible. The best I can tell you is to look for this fix in the next few upcoming release notes.
This has been reported fixed in UE-20481 and verified fixed for UE411p8. Because of the confusion between the two bug reports, please test and let me know if you are still experiencing this issue in preview 8.