hm guys… I feel really bad now:
I looked for something that does control the interpolation between keys inside ue4 animation view. But couldnt find anything, I guess im just mistaken. Must’ve been something I saw somewhere else there is no option to do that.
I tried setting up a maya script that forces a stepped behavior by placing a key at 0.01 frames before each next key of the same value as the previous key. But when UE4 imports that it just gets all the keys and places them evenly on full frames instead.
Its not a .fbx export thing as the fbx imports completely fine back into maya. I simply had 20 keys on frame 1 to 10 where there would be a key on frame 1, 1.999, 2, 2.999, 3, 3.999 etc. etc. But unreal just shifts them and places them at 1,2,3,4,5 up to frame 20. Interestingly enough I tested it on an animation that contained morp target anim and that ported as expected into the engine - basically emulating a stepped interpolation inside the editor.
Im interested to hear what someone at epic has to say about his.
PS: just in case you wanna try for yourselves, heres the script for maya python:
import maya.cmds as mc
animCurveTL = mc.ls(type="animCurveTL")
animCurveTU = mc.ls(type="animCurveTU")
animCurveTA = mc.ls(type="animCurveTA")
allAC = animCurveTL+animCurveTU+animCurveTA
for curve in allAC:
for id in range(0,len(keys)-1): #id =0
wid = (len(keys)-1)-id
val = mc.keyframe(curve,t=(keys[wid-1],keys[wid-1]),q=True,eval=True)
time = keys[wid]-0.01