Hello,
I’ve been using Ue4 for animations and never had this issue until switching over to Ue5.
When I export an animation clip with a set range from 3dsmax, lets says frames 700 - 839, when I import to ue5, I get an animation with the range of 0 - 839. While the animation does contain the keys I specify in my export, it also has non animated keys at the head of the animation. So in UE frames 0 - 699 have no movement of my animation, and then once I hit frame 700 the correct animation begins.
Never had this issue in UE4, my animation clips would only contain the ranges I set upon fbx export.
Would really appreciate any insight to the latest work flow.
*Edit, I will add, that the same fbx works perfectly in UE4. I get my frame range with only the animation I set in my fbx export. So a range of 700-839 in 3dsmax, gives me a nice cropped 139 frame animation in UE4.
** I have now figured out how to “Remove Frames” from a given animation directly in UE5. This seems like it will work as a hacky fix for the time being. Still would love to know the correct method to fix this import issue.
Thanks!