The Take Recorder plugin allows for multiple sources to be recorded during gameplay. The World Source is expected to record everything in the level when the Autotrack Actors option is enabled. Once the World Source is added and recording starts, all actors in the level are added in the Sequencer into a subfolder called "Autotracked Changes". However, actors in the scene run into serious problems. Animation and physics are disabled for the pawn character. When the recording stops, the sequencer displays the list of Autotracked Actors but the pawn appears broken. Additionally, any other actors that collided with the pawn during recording are unaffected and remain unchanged in the sequence.
Looking into the source code (UTakeRecorderWorldSource), if AutotrackActors is set to true, all actors in the level are added into the Sequencer via SequencerPtr->AddActors in UTakeRecorderWorldSource::AutotrackActors and placed under the "Autotracked Changes" folder. This differs from other take recorder sources like Player Source, which dynamically add actors into the Take Recorder Sources array via PreRecording. These sources benefit from proper setup and track recorder binding, which appears to be necessary for recording animation and physics behavior correctly. As implemented, the World Source bypasses this mechanism and thus fails to record full actor behavior.
This issue has been reproduced and confirmed in UE versions 5.2, 5.3, 5.4, 5.5, 5.6 Preview, and Main at CL 42589677.
Suggested Fix: Refactor the AutotrackActors method so that actors in the level relevant for recording are dynamically added to the Take Recorder Sources as individual TakeRecorderActorSource instances, consistent with how Player Source handles the pawn. This would ensure proper integration with track recorders and correct capture of animation and physics.
(Additional info from support partner regarding attached files)
When bAutotrackActors is set to true, the updated logic now creates a {{UTakeRecorderActorSource }}for each valid actor in the level and stores them in a new AutotrackedSources array.Actors are filtered to exclude editor-only or immobile actors.. This ensures that actors like the player pawn and movable gameplay props are properly registered with the Take Recorder system. As a result, the pawn no longer enters a T-pose, and playback in Sequencer reflects correct animation and physics behavior between recorded actors.
The following steps reproduce the error:
1. Create a project using the Third Person template.
2. Verify the Take Recorder plugin is enabled.
3. Click on Window->Cinematics->Take Recorder
4. In the Take Recorder window, click on Add Source and add a World Source.
5. Verify Autotrack Actors is enabled in the Wourld source.
6. Play with PIE.
7. Start recording.
Expected Result: All actors in the level are recorded in the Sequencer with correct animation playback (e.g., character movement) and physics behaviors (e.g., cube collisions).
Actual Result: While all actors are added to the Sequencer under a folder named "Autotracked Changes", key behaviors are missing. The player character enters a T-pose, indicating animation data was not captured. Actors like cubes do not reflect any physics interaction that occurred during gameplay; instead, they behave incorrectly or reset.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-289748 in the post.