Splitting either struct pin on Transform (Modify) Bone and plugging in a float value does not work

Hello. I’m using the “Transform (Modify) Bone” node to control the Z translation of a bone in my skeletal mesh. Since I only needed to affect the Z translation I split the struct pin for translation and plugged my float value directly into Z. This, however, does not seem to work! The only way I can get the “Transform (Modify) Bone” node to work as intended is by first converting my float value into a Vector and plugging it directly into the translation pin, WITHOUT splitting it.

Either I have missed something very obvious or this is a bug :slight_smile:

Hi nightfrontier,

Does this occur in a clean project with no additional content? Additionally, are there any other nodes that show this behavior or is it limited to the transform (modify) bone node?

I created a new project using the third person template and the issue still occurs. Here are the steps I took:

  1. Creat a new project using the third person template.
  2. Load up the ThirdPersonAnimBlueprint located in the Animations folder.
  3. Plug a Transform (Modify) Bone node into the Final Animation Pose and observe the difference in inputting the value as a rotation and as a float.

As far as I can tell I haven’t come across any other nodes that show the same behaviour.

Hi nightfrontier,

and I took a look at this and I’ve gone ahead and entered UE-17450. Thank you for reporting this!

  • W.

This is still broken in 4.14.

Hi ,

I just tested this in 4.14 with no problems. Can I see your setup?

  • W.

I am having this same problem in 4.19.2

Stumbled upon the same problem with 4.21.2

Same thing still happening in 5.1, at least with Rotation input pins.