Bone rotation value changed automatically in animation sequence editor

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

UI/Tools

Summary

I have two animation sequences, which were made by different softwares. Finally, they were imported into Unreal Engine, and I wanted to connect them in a montage. However, the end pose of the first animation was slightly different from the start pose of the second animation, so I decided to add some keyframes at the end of the first animation through the animation sequence editor to make the end pose of the first animation consistent with the start of the second animation. When I modified the rotation data of the bones at the end of the first animation, every time I entered the value of one axis, the value of the other axis would also change, which made it impossible for me to set the rotation value of the bones accurately.

Steps to Reproduce

  1. Open a MannyQuinn animation sequence
  2. Select a bone
  3. Modify the value of a one axis of the rotation

Expected Result

The entered value will be saved and the values ​​of other axes will remain unchanged.

Observed Result

The entered value will be saved, and the values ​​of other axes have changed

Platform(s)

Windows 11, UE 5.4