Summary
In the Game Animation Sample Project (GASP):
Walking from one diagonal direction to another in GASP 5.8 (such as going from input (W + A) to (W + D) and vice versa) causes a noticeable twitch/skip only when walking and with the CMC + Hybrid Setup.
This does not happen in GASP 5.7, but porting the GASP 5.7 project to 5.8 introduces the bug. This means this is not GASP-specific - there is some engine-level regression in 5.8 with what is used in GASP (likely one of the nodes in the title). Could also be a regression in the blend stack or Chooser table, not sure.
What Type of Bug are you experiencing?
Animation
Steps to Reproduce
Get GASP in UE 5.8 with no changes. Walk in diagonal direction (W + A). Then walk in different diagonal direction (W + D)
Expected Result
Plays the walk 90 degree walk animation immediately. The root rotation immediately follows and responds to the target rotation. This is observed in version 5.7 and below.
Observed Result
In 5.8, the root rotation is heavily delayed and lagging behind, causing a noticeable stutter and delay of animation and rotation.
Affects Versions
5.8
Platform(s)
Windows
Video
5.8, regressed behavior: https://drive.google.com/file/d/1K0m3YPm-U-De4DMhMMwh_9fu1o5ADNaX/view?usp=sharing
5.7, correct behavior: https://drive.google.com/file/d/1d3v2P3AleKleLOxUP_KE2RH56RKsaAMB/view?usp=sharing