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Bug Fix: Anim timeline now allows access to times outside the Anim Sequence range. Bug Fix: Fixed a navmesh rasterization issue, where a wrong offset on the vertical axis caused some voxels to be rasterized outside of their source geometry. Bug Fix: The AlternativeSkinWeights engine test no longer fails when using skin cache mode. アニメーション ツール Crash Fix: Deleting curve keys in Animation Curve Editor no longer causes a crash. 新規: スケルタルメッシュ セクションあたりで許可されるボーン インデックスの最高数が から に増えました。 新規: 頂点あたりのボーン影響最高度が 12 になりました。.{/INSERTKEYS}{/PARAGRAPH} Bug Fix: The SetVertexColor engine test no longer fails when skin cache is enabled. DefaultMaxSearchNodes gets applied to make it consistent. Navmesh now generates correctly on a slope. Crash Fix: Deleting a Pose before base Pose no longer crashes. Bug Fix: Reloading Skeleton with unsaved virtual bone changes no longer causes an ensure. Bug Fix: Fixed Chaos convex mesh indices winding so that triangle normals point outward for nav collision. Bug Fix: Fixed navmesh polygons so they can connect diagonally across tile boundaries. Bug Fix: Sync marker selection has been improved. Crash Fix: Control Rig nodes are no longer evaluated twice in Animation Tracing. 新規: アニメーション圧縮がプラグインへ公開され、Compression Scheme の代わりに Compression Asset を使用するようになりました。 新規: Unreal Editor を開いた場合、アニメーション圧縮は非同期で実施されるようになりました。シェーダーと同様です。 新規: コントロール リグ内のライブリンク アニメーションとトランスフォーム データの読み取りをサポートするプラグインが追加されました。 新規: Linked Animation Layer を始めて初期化するときに呼び出される新しい Animation Blueprint イベント コールバックが追加されました。 新規: CSV アニメーション統計が更新および拡張されました。 新規: Windows、Linux、Mac、Android プラットフォーム向けアニメーション用の ISPC 最適化が追加されました。 Bug Fix: Cooking of conformed-on-load interface graphs is now deterministic. Bug Fix: Fixed a bug in NavigationSystem so that registration of CustomNavLink from a different world is now prevented while in Play in Editor. Bug Fix: The Control Rig Anim Node ticking no longer ticks the sub tree multiple times. Bug Fix: Fixed a NavigationTestingActor path reset issue when toggling bSearchStart. Bug Fix: Scrubbing an Animation in Sequencer no longer crashes. Crash Fix: Remapping an additive animation no longer crashes. Bug Fix: There are no longer duplicate Hide Unrelated nodes in the Animation Blueprint Editor. Bug Fix: Fixed ARecastNavMesh::ReplaceAreaInTileBounds to properly apply the requested new area type. Bug Fix: Anim Notifies can no longer be dragged outside of the notify area. Bug Fix: Fixed how ARecastNavMesh. Bug Fix: Linked instances are now cleaned up properly on unlink and reset, ensuring that Anim Notify states are fired off correctly and any playing Anim Montages are correctly terminated. Bug Fix: Highlight of Loop button in Anim Editor is no longer triggered by Reverse button. Bug Fix: Deleting virtual bones no longer displays the "GetBoneMatrix x out of range of Spacebases" message. Bug Fix: Fixed how NavigationSystem rebuilds Static and DynamicModifiersOnly NavData in Play in Editor and Game modes, if bAutoCreateNavigationDatais set to False. Crash Fix: Anim Instances using linked Anim Instances no longer crash on re-use. Bug Fix: Right-click dragging to scroll on Anim Notify tracks now works correctly. Crash Fix: Calling undo after adding an Anim Montage segment no longer crashes. Bug Fix: Added extern keyword to VirtualBonePrefix declaration to prevent it from ending up in every. Bug Fix: Const transform accessors in FAnimInstanceProxy are now correctly marked. Multiple NavigationSystems may coexist For example, Editor, Client Game, and Server Game worlds so now any given NavigationSystem instance performs a single flush of the global pending queue to register the links associated with their outer World. It can be used to smoothly interpolate any N-dimensional target value for any M-dimensional input values, assuming a suitable distance metric exists. Bug Fix: Control Rig now initializes correctly from Sequencer. Bug Fix: Animation Curve Editor auto-zoom now works consistently. Bug Fix: Renamed curves displaying now display the correct name when edited directly. Bug Fix: Fix compilation crash after adding an animation blueprint interface with duplicate names Bug Fix:Implemented several fixes for the RandomPlayer animation BP Node: Fixed a problem where we would advance twice during the update loop if we both exceeded the loop count and blending had finished, resulting in a possible double play of the same animation in shuffle mode. {PARAGRAPH}{INSERTKEYS}新規: クエリの開始と停止ようの Verbose ロギングが EnvQueryManager に追加されました。 ナビゲーション Bug Fix: UPathFollowingComponent::RequestMoveWithImmediateFinish and UPathFollowingComponent::AbortMove were made consistent in terms of handling given move requests' bStopMovementOnFinish value. Crash Fix: Moving or renaming an Anim Blueprint no longer crashes. Crash Fix: Removing a curve through an Animation Modifier no longer crashes. Crash Fix: Interacting with the Animation Insights transport controls when a session is tracing to an external application no longer crashes. cpp file. アニメーション アセット Crash Fix: Calling undo after editing a curve no longer crashes. Bug Fix: Fixed rasterization area merging when adding new spans. Bug Fix: Fast-path is no longer incorrectly disabled for array properties. Bug Fix: Reverse playback of an Anim Montage now sets the play rate of the Anim Montage instance correctly. Bug Fix: Curve compression now prevents curves from collapsing into a single value when using all constant keys. Bug Fix: Fixed FNavAgentProperties::IsNavDataMatching to make it respect null-navigation-data properly. スケルタル メッシュ Crash Fix: Calling USkinnedMeshComponent::SetSkeletalMesh after destroying its ChildPoseComponent no longer crashes. Bug Fix: Anim Montage sections now refresh correctly when edited via the Details panel. Bug Fix: Stepping through a geometry cache now shows the frame corresponding to the time set in sequencer. This eliminates the "popping" effect when transitioning between animations. Ensure that non-compatible types always skip the fast copy path. Bug Fix: Fixed a navigation filter bug resulting in it not blocking null-area navigation links. 新規: Detour パスフィンガーの負荷限度に対するサポートが追加され、p ナビゲーション クエリ DetourNavMeshQuery にパラメータが追加されました。 新規: FPathFindingQuery::ComputeCostLimitFromHeuristic に最小の CostLimit 値が追加されました。NavigationTestingActor で最小の CostLimit パラメータが公開されました。 新規: テレインの下に navmesh の生成を防ぐためのオプションが追加されました。 新規: ログに基本的なビルド サマリを出力するための LogNavigationDataBuild が追加されました。 新規: ナビゲーション データを再ビルドするための ResavePackagesCommandlet が追加されました。このオプションはダーティなパッケージのみチェックアウト、保存、チェックインを行います。 新規: NavLinkProxy のシンプルなリンクからエンドポイントをスマート リンクへコピーするためのエディタ内呼び出し可能な関数が追加されました。 アニメーション Bug Fix: BeginPlay is now called appropriately on Anim Instances linked to Anim Notifies. Crash Fix: Calling undo after adding a slot in Anim Montage Editor no longer crashes. This also addresses a side effect where a NavModifier aligned with geometry would not mark the navmesh, even when taking cell height into account. Bug Fix: Editing the section time of an Anim Montage no longer crashes. Bug Fix: PostUpdateAnimation is now called on linked instances if NeedsUpdate on the main instance returns false. Bug Fix: Changing the Widget Mode on a bone in the Anim Blueprint Editor no longer causes an infinite loop. アニメーション ブループリント Crash Fix: Doing a fast-path copy of FName values in FExposedValueHandler no longer crashes due to differing size of the type between compile and run time. Bug Fix: Anim Sequence frames can now be added from the Curve Editor view. Bug Fix: Loading cooked Animations in Unreal Editor no longer causes an ensure. API Change: Anim Nodes now name their node properties without using the node GUID. Bug Fix: Linked-instance asset players are no longer ticked twice when a post process graph is enabled. Bug Fix: Cooking with smart names on USkeletons is now deterministic. Bug Fix: State machine recorded weights are now correctly reported. Bug Fix: Split pins now work correctly in Animation State Machine states. Related to the double-advance problem, changed the shuffle generation so that it's done after popping the last shuffle value, to hint to it directly which value was the last one to be used so that the permutations are non-contiguous. Ignore empty play entries and entries with zero play chances in random mode. Ensure we play each sequence fully, instead of just the portion from blend stop to end. Bug Fix: Montage Sections panel now scrolls when it gets too large. Bug Fix: Right-click dragging on an Anim Notify track to scroll no longer flickers.