Hi All, New to UDN so apologies if I’m posting in the wrong place.
I’m part of a large development team working on a AAA project, currently using Unreal 5.4 and we have ran into an issue when using a master sequence with EDL to create shots to drive a second main animation sequence.
What we are seeing is the first frame of each shot displays the skeletal mesh in its bindpose, subsequent frames are fine.
This happens when playing in game, but seemed to be fine when running the Level Sequence through the editor, however its now been discovered when clicking across shots in the editor it also shows the problem, subsequent timeline clicking within the same shot evaluates the skeletons correctly.
We’ve tried editing the section end states, pre/post roll frames and animation keying to no avail.
Digging down into the code it looks like the issue happens because an FAnimSequencerInstanceProxy does not get created when first clicking in a shot and I think this is needed to execute the animation nodes that eventually leads to the bone animation being decompressed.
I’m not sure if this is an Unreal 5.4 issue only as we have just started to use EDL shots.
- Is anyone else seeing this issue?
- If so does anyone know of a fix/workaround?
Further info: Looking at the c++ code it looks like clicking on a new shot causes BindToSkeletalMeshComponent to be called, this in turn calls FAnimCustomInstanceHelper::ShouldCreateCustomInstancePlayer which returns false (This stops the FAnimSequencerInstanceProxy from being created).
ShouldCreateCustomInstancePlayer returns false because the AnimInstance class matches the SkeletalMeshComponent class! (All complicated stuff, hoping that someone out there may have had experience with this code before )
Any help is most appreciated.