Multiple shot tracks are a problem source, and UE seems to try and pre-empt them by disabling the menu option to add a second one when one is already in there. Duplication, however, is still permitt ...
When an additive transform track is locked, pressing the “S” key does not add a new key to the sequence. No key is added to either the additive track or the base transform track. What the user expe ...
When a Level Sequence’s Camera Cut track with When Finished = Keep State is played, the “original state” is persisted into the PreAnimatedStorage array inside FPreAnimatedCameraCutStorage. From the ...
FMovieSceneSkeletalAnimationParams::MapTimeToAnimation takes in an FFrameTime and FFrameRate and is supposed to tell you which frame of animation that evaluates to, when accounting for looping, play ...
Moving a level sequence asset that contains actors that are being referenced as a subsequence in an attach track causes the references to drop, even though the subsequence reference is correctly upd ...
The trim process inserts keys at the start or end of the range depending if you specify Trim Left or Right, I'm finding that Trim right is inserting a key at the end of the section that is incorrect ...
Trying to automate the process of baking transforms via python and the identical code above works in 5.6 but not in 5.7. There are no error messages in the output log. When running in 5.7, it does ...
When you have a custom float channel and run the above, It works great if it's a regular 'MovieScene3DTransformSection' : LogPython: [ {channel_name: "Location.Y", section: "/Script/MovieSceneTrack ...
Ensure: Error LogOutputDevice Ensure condition failed: SequencerRefCount == 1 [Link Removed] [Line: 967] 1. Error LogOutputDevice Multiple persistent shared references detected f ...
Toggling Lock, Pin, Ignore on subsequences or adding new transform key on a character inside a subsequence the Actors lose the LevelSequenceActor transform offset they have at preview and go back to ...