In 4.18.2, whenever you add a camera and rotate Z 90 degrees, and then put it in Sequencer, the rotation changes itself to 89.999992.
When you fix it back to 90 degrees, and add a keyframe in Sequencer, it changes itself back to 89.999992.
This never happen in 4.16 or before. It only happens in 4.18.2. It is screwing up my work.
Please anyone help to solve this issue.
It’s most likely related to floating point precision. That rotation is 99.99999% accurate. It’s essentially 90°, and shouldn’t stop you from doing anything, not sure how it could be considered a severe bug.
It is affecting my animations. It is not just 90 to 89.999992, it is also happening to any other values, for example 180 will become -179.999985 °, 230 will become -129.999985 °, etc. In my sequencer animation i need to rotate the camera from left to right, but after it changes itself, its rotating the opposite way! and not even correctly in the opposite way.
My animation is totally screwed up! I redownloaded 4.16 but then it says my map is not convertible back to a older version of engine.
I feel like slapping myself for using 4.18.2.
Is there any reason why Epic is doing this to 4.18? It was never like this in 4.16 or earlier versions.
We’ve fixed some of these issues for 4.19, but unfortunately they couldn’t be patched into 4.18. In particular, stuff like typing in (0, 0, 320) changes it to (0, 0, -40). Here’s the bug reports:
Sorry for your troubles. You could try out the preview release for 4.19 when it becomes available.
Is the ramdom camera turns 360 when you go i to negatives? Hate that bug.