A crash inside Unreal Engine Editor version 5.4.4 occurs when reproducing a Level Sequence while in PIE. This issue is a regression. It only crashes in version 5.4.4. It was working correctly in ver ...
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 ...
When reloading the editor and a level where a sequence has a dynamic binding with a soft object ptr parameter to an actor in the same level, the director blueprint will recompile on load of the leve ...
In a LevelSequenceActor, binding the Sequence Player via Details Panel is not firing events related to the execution of the designated Level Sequence Asset. Manually binding on BP (pulling a connect ...
See UDN here: https://udn.unrealengine.com/0D5QP00000TtFaV0AV?fromCase=1 The issue is that in FMovieSceneSequencePlaybackSettings, the TickInterval struct is marked with an EditCondition to only be ...
The Section reference in ISequencerSection::GetSectionHeight can be in the process of garbage collection during an undo of a section addition- this causes things like GetTypedOuter<UMovieSceneTrack> ...
TRange::Difference function does not handle bounds correctly, causes crash in the sequencer when "Trim And Preserve Left/Right" is used in the user's example project. User provided a potential fix: ...
In sequencer, an "event track" can be added to call functions/events defined in the Sequence Director Blueprint. The parameters for those endpoint functions/events can be sent as a Payload associate ...
The ComponentMaterialTrack recently got upgraded to be able to animate parameters on different types of materials. This meant using an FComponentMaterialInfo to describe which material was being ani ...