Description

This issue is relatively easy to reproduce, e.g., in the timing of switching between the two types of property operations within the same track. It seems to be easy to reproduce the above problem in the timing of switching.There does not seem to be any dependencies between UMovieSceneBytePropertySystem and UMovieScenePiecewiseByteBlenderSystem, such as DefineImplicitPrerequisite. Adding the following code seems to give a definitive result. 

UMovieSceneBytePropertySystem::UMovieSceneBytePropertySystem(const FObjectInitializer& ObjInit)
	: Super(ObjInit)
{
	BindToProperty(UE::MovieScene::FMovieSceneTracksComponentTypes::Get()->Byte);
 
	if (HasAnyFlags(RF_ClassDefaultObject))
	{
		DefineImplicitPrerequisite(UByteChannelEvaluatorSystem::StaticClass(), GetClass());
#if 1  // add_start
		DefineImplicitPrerequisite(UMovieScenePiecewiseByteBlenderSystem::StaticClass(), GetClass());
#endif // // add_end
 
		DefineComponentConsumer(GetClass(), UE::MovieScene::FMovieSceneTracksComponentTypes::Get()->Byte.PropertyTag);
	}
} 

 

Steps to Reproduce

There is no clear procedure to reproduce this, but it sometimes happens when you create a track that changes the Byte property in Sequencer and keep playing that sequence. 

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Fixed
ComponentUE - Anim - Sequencer
Affects Versions5.45.1
Target Fix5.5
Fix Commit36450324
CreatedAug 13, 2024
ResolvedSep 19, 2024
UpdatedSep 26, 2024
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