Here is an issue I’m currently having with UE 5.5.4 Motion Design that is seemingly not present in 5.4. I haven’t seen anyone address this yet & I’m not sure if it’s just me, so here’s a video detailing the problem with 5.4 vs 5.5 comparisons.
This is a possible UE 5.5 Motion Design issue involving the cloner’s progress parameter & linked effectors, that I’m wondering if anyone else is aware of. When animating my “progress” parameter for the cloner actor, it appears to have trouble displaying the animated effects of the effector between the progress’ keyframes. When playing back the sequencer, the cloner remains static during the progress of the keyframes. After the keyframe and the progress animation has ended, the effector snaps back into action as it should be. This issue is seen during project playback, seeking, as well as after rendering the frames.
I was able to quickly recreate the issue in a brand new project. I made a cloner, spawned a linked effector, gave it a noise mode with location, pan, and a frequency adjustment. I then applied two keyframes 5 seconds apart, animating the cloner’s “progress” parameter from 0 to 1. During the animation (including manual seeking), the cubes remain static in movement, until the progress number is not moving via idling on a single frame, or if playing back around the progress animation.
I did the same process in UE 5.4, and there is no issue there. In 5.4, the effector displays correctly at all times, even while the progress parameter is being animated.
I feel like the entire purpose of the progress parameter is for it to be animated, along with a linked effector. So I’m a bit surprised that this is not working at all in 5.5-- I’m so surprised that I believe I must be missing something. Cause I cannot find anybody talking about this online.
Has anyone else come across this progress animating issue in 5.5? To anyone reading this, if you have a couple minutes of time, try animating a cloner actor’s “progress” with a simple effector in place on UE 5.5, let me know if you’re able to create this issue as well.