UMG Animation bugs?

Has anyone else found that when keyframing parameters like “Position” and “Shear” they seem to add unwanted movement in the tween between the frames? For example in the Position animation it would move halfway to the second keyframe then sort of bounce backwards and then continue moving to the second keyframe. Please help it’s been bothering me with a project i’m trying to setup. (The widget component I was trying to animate was text)

Hello Sunshinewebsie,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. Could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints and/or widgets involved?

Ok, I have managed to replicate this bug so it’s either an issue with my UE4 or everyones. To replicate it:

  • Create a new Blank Code Project (C++)
  • Create a new User Widget Blueprint
  • Create a Gamemode Blueprint
  • Create a Player Controller Blueprint
  • Setup the Gamemode to use the Player Controller
  • Setup the Project to use the created Gamemode
  • Inside the Player Controller on begin play create widget and add to viewport
  • Inside the Widget Create a Text Component and anchor it to center
  • Create a new animation for this Text Component
  • Set the X position of the Text component to be -750
  • Keyframe the X position to -750 at 0.00
  • Keyframe the X position to -500 at 0.50
  • Keyframe the X position to 500 at 2.00
  • Keyframe the X position to 750 at 2.50
  • Inside the Widget Blueprint on construct play animation
  • Now use PIE to test the game
  • The Text should move across the screen and slightly halt towards the end of the animation

This is how it managed to reproduce it, However it seems keyframing different positions always throws off a different bug with the tween. For example when I first found this it would glide and then bounce backwards but with this method it has a hesitant unexpected pause in the animation around the 2.00 timing of the animation. There also seems to be another bug where the animation track says “No animation selected” Despite it being selected and me editing it although I can’t replicate this.

Underneath are some screenshots of the blueprints:

Please fix this! It’s caused me so much headache. Thank you for being so fast to reply and sorry for being a bit slow to reply.

Hello Sunshinewebsie,

Could you try changing your default curve setting for the animation that you using? You can do this by clicking the show curve editor button. From here you can set how you would like the transition to work between frames.

Example:

Is that extra point supposed to automatically be there?

The only points that should show up are the ones that you have added. Have you been using auto key or perhaps could you have added it by mistake?

No, I’m 100% certain I had AutoKey Disabled. I did actually check this before I posted and I’ve tested it and I haven’t been adding it by mistake it just automatically appears there when I add the second keyframe

Hello Sunshinewebsie,

After taking another look at the picture, could you be a little more clear as to which extra point it is that you are referring to? In your original steps you provided four points and that is how many I see on the time line you have provided.

Hello Sunshinewebsie,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.