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); } }
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.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-221640 in the post.
0 |
Component | UE - Anim - Sequencer |
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Affects Versions | 5.4, 5.1 |
Target Fix | 5.5 |
Fix Commit | 36450324 |
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Created | Aug 13, 2024 |
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Resolved | Sep 19, 2024 |
Updated | Sep 26, 2024 |