Description

Within a Level Sequence, it's possible to override the transform (OriginOverrideLocation) of a ShotTrack. This generally works as expected — all nested ShotTracks should inherit and apply the transform from the parent.

However, there’s a bug that occurs when multiple nested ShotTracks are involved.
Specifically, if the OriginOverrideLocation is already set and new nested ShotTracks are added afterward, those new tracks do not inherit the overridden transform as expected. Only the previously existing child ShotTracks behave correctly.

Note: This also has been tested version in the following changlist:

Change 42480522 on 2025/05/12 by steve.robb@ROBOMERGE_FN_ENGINEMERGE_UE5_Main 'Added CIntegral concept. #rb n'

Steps to Reproduce

1- Create a new Level Sequence and name it LS_Master.

2- Inside LS_Master, create a Shot Track.

3- Create another Level Sequence, name it LS_1, add some spawnable meshes, and add it as a shot inside LS_Master.

4- Create additional nested Level Sequences (LS_2, LS_3, etc.), each with spawnable meshes. Add each one as a shot track inside the previous sequence, creating a 4–5 level deep nesting.

5-Once all Level Sequences are created and added as nested shot tracks, go back to LS_Master and override the location of its shot track using the OriginOverrideLocation. You will observe that all meshes across the nested sequences correctly follow the overridden transform.

6- Now, create one more Level Sequence (LS_Deepest) and add it as a shot track to the deepest nested Level Sequence (e.g., LS_4). Add spawnable meshes to it. Save and close the Level Sequences, then reopen them.

7- You will see that the meshes in the newly added LS_Deepest do not follow the OriginOverrideLocation transform set in LS_Master.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-282243 in the post.

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Unresolved
ComponentUE - Anim - Sequencer
Affects Versions5.5
Target Fix5.7
CreatedMay 14, 2025
UpdatedMay 27, 2025
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