Hello. I’m using the “Transform (Modify) Bone” node to control the Z translation of a bone in my skeletal mesh. Since I only needed to affect the Z translation I split the struct pin for translation and plugged my float value directly into Z. This, however, does not seem to work! The only way I can get the “Transform (Modify) Bone” node to work as intended is by first converting my float value into a Vector and plugging it directly into the translation pin, WITHOUT splitting it.
Either I have missed something very obvious or this is a bug
Does this occur in a clean project with no additional content? Additionally, are there any other nodes that show this behavior or is it limited to the transform (modify) bone node?
I created a new project using the third person template and the issue still occurs. Here are the steps I took:
- Creat a new project using the third person template.
- Load up the ThirdPersonAnimBlueprint located in the Animations folder.
- Plug a Transform (Modify) Bone node into the Final Animation Pose and observe the difference in inputting the value as a rotation and as a float.
As far as I can tell I haven’t come across any other nodes that show the same behaviour.
and I took a look at this and I’ve gone ahead and entered UE-17450. Thank you for reporting this!
This is still broken in 4.14.
I just tested this in 4.14 with no problems. Can I see your setup?
I am having this same problem in 4.19.2
Stumbled upon the same problem with 4.21.2
Same thing still happening in 5.1, at least with Rotation input pins.