Hello, everyone.
I would like to report a bug in Unreal Engine 5.2.1
Node Accumulated Time doesn’t function or is calculated on every Tick from start in UE 5.2 Render.
I have created Car Animation rig, which was perfectly functional in Unreal Engine 5.1
For wheel Rotation I used following graph:
Which executes Wheel Rotation based on float value from Control and translates to Car Wheel Rotation on Y axis.
All works perfect in Sequencer, wheels are rotating and value can be change to slow, or speed up the rotation. In Unreal Engine 5.1 this rotation worked perfectly.
However, in Unreal Engine 5.2 - wheels remain static. In fact they are just jittering, rotate a bit and get back to original position, which made me assume that Accumulated Time restarts on every frame.
Here is the comparison:
- Unreal Engine 5.1 (how it should work in render)
- Unreal Engine 5.2 (Which results in Static wheels, and no rotation on final render)
I would like to ask you to look into it, as it is not expected node behavior and may ruin some Control Rigs which use Accumulated Time node in Unreal Engine 5.2
Thanks
UPD: It works as intended in Unreal Engine 5.3