Description

Blueprint actors do not having their states properly restored when only sequencer edits are allowed. The licensee has noticed that the USceneComponent* is different after edit in FComponentTransformActuator::Actuate

Steps to Reproduce
  1. Create a new level sequence and set it to Allow Sequencer Edits Only
  2. Create a blueprint actor and add a static mesh component as a child of its scene root
  3. Add the new actor to the level, then add it to the sequence as a possessable
  4. Animate the transform of the actor in the sequence by moving it in the level and adding keys
  5. Save and close the sequence

RESULT

The actor will stay wherever it was when the sequence was closed instead of restoring to its original position. Contrast this with the behavior of a static mesh placed in the level through the modes panel. It will restore to its original location after the sequence is closed.

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Fixed
ComponentUE - Anim - Sequencer
Affects Versions4.234.24
Target Fix4.24
Fix Commit10108797
Main Commit10108938
Release Commit10108797
CreatedNov 8, 2019
ResolvedNov 12, 2019
UpdatedJan 25, 2021