In my usual workflow a looped animation has the first and last frame the same. Let’s say I have an animation in 3dsmax that runs from frame 0 to 8 (same pose in 0 and 8).
After importing it into UE, the animation runs from frame 0 to 9, so at least visually (anim preview gui) it looks lake the animation plays for 9 frames, but the length in ue is correctly reported to be 0.2666…
It’s even obvious that the “poses” in different frames in UE don’t match those in 3dsmax. It looks like animation time length is ok, and only visually it’s scaled to “number of frames in animation +1”. For example, frame 4 pose in 3dsmax is actually frame 4,5 in UE. Just to be sure how this is handled in other engines, I tried to import the animation into Unity and there it seems to be exactly as in 3dsmax (ending with frame 8).
Is this a bug or there is some intention/logic behind this?