Hey ,
Sorry for the delay in response, but I wanted to run this by one of our engineers before I explained this to you.
From what I understand, this is not a bug. UE4 displays animations in the timeline differently than Max or Maya.
For frame 8 to exist, it has to have some data present “on that frame”, so to speak. What that means is that the “data” is the interpolation between frame 8 and the pseudo frame 9.
Maya actually illustrates this a little bit better. When you select a frame in Maya, it selects all of the space between that frame and the next(see below)
Now, we are discussing changing the way this is displayed. The way we are showing this to you, the user, is a very literal interpretation of the data, instead of displaying it in a more common sense manner.
Thanks for bringing this to our attention.
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