Hey all,
I have this weird issue that I hope someone here knows the solution to or will be able to solve it.
I’m making a cinematic/short-film, everything is animated in Maya 2023 and imported via FBXs to UE 5.3.
And it looks like Unreal rounds up the decimals from animation, for the lack of better word for it.
Let’s say X rotation is -0.214, then next frame it’s -0.217 and then next one is -0.220 but UE5 rounds it up so it ends up being let’s say -0.21 and then -0.22, at least that’s my theory.
Here’s a clip of what I mean, look at the chair when it moves:
In case of the chair, it’s a blueprint with a skeletal mesh and then static meshes parented to sockets, but it happens with any imported animations for all assets, metahumans too (But not the facial rig, as that imports the keyframes themselves into sequencer so I think it looks correct).
Reimporting the fbx into Maya looks fine, so I don’t think it’s the fbx or Maya that’s causing the issue and it’s UE side.
Any help with this will be greatly appreciated.