Hi. For the last month of work on my project i found several bugs in sync groups behavior. I dont know how many more oddities has sync groups code, but its already critical for my project.
The problem is that the sync groups can unexpectedly reset self time position during transitions between anim states, or while blending by BOOL, INT or ENUM nodes. Also sync group can reset time position when it shouldn’t be.
I create example project with reproduced each case with WALK and RUN anims. Blend between this anims driven by custom pulsating variable for clear observation of changes in sync group.
Below is a list of problems for a clear understanding.
CASE 1. Sync group always reset time position during zero or near zero transition between states in state machine.
I think if transition fully executed at one frame, sync group time will be reset to most relevant anim start position. If i set sufficient time for transitions (eg 0.1), sync group will keep previous position correctly, but if i clamp max FPS to 10 for example - sync group again will be reset time position after transition.
CASE 2. Sync group always reset time position during transition in inertialization mode, independently to blend duration time.
Same problem like case 1, but in inertialization mode that error happens always, independently to blend duration time. That means i cannot use this feature if anims in different states are synced.
CASE 3. Sync markers based syncing dont work with non-looping animations.
If new leader animation in marker based sync group is non-looping - sync group always reset position in all cases.
CASE 4. Sync markers based syncing ignores “Always reset on entry” option in anim state settings.
If blended states has true “Always reset on entry” option, marker based sync group will keep prev position without reset.
Who knows any more thoubles with sync group? And who knows how solve this?
Link to example project - syncGroupBugsV26.7z - Google Drive (ue4.26)