Description

if fulfilling following conditions, KeepState setting of transform track doesn't work.

  • level sequence have 3 or more shot have camera track and actor track have transform track
  • transform track of actor in 1st and 2nd shot is set Restore State
  • transform track of actor in 3rd shot is set KeepState

Until UE4.25, the last KeepState was respected and earlier RestoreStates were ignored. However, from UE4.26, the last KeepState may be ignored.

Similar to [Link Removed], which has already been resolved, but also occurs in UE4.26.1.

It can be temporarily avoided by adding a process to set bNeedsRestoration to false when KeepState is set in VisitLinkedAllocationImpl of TOverlappingEntityTracker.

 else 
{ for (int32 Index = 0; Index < Num; ++Index)
 { 
// MakeOutput(EntityIDs[Index], Keys[Index]);
 // add 
const uint16 OutputIndex = MakeOutput(EntityIDs[Index], Keys[Index]); Outputs[OutputIndex].Aggregate.bNeedsRestoration = false;
 } 
}
Steps to Reproduce
  1. open attached proj
  2. PIE
  3. press N to play level sequence

expect : after finishing level sequence, viewport keep last shot track
result : after finishing level sequence, viewport revert to first shot track

Have Comments or More Details?

There's no existing public thread on this issue, so head over to AnswerHub just mention UE-108625 in the post.

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Fixed
ComponentAnim - Sequencer
Affects Versions4.26.1
Target Fix4.26.2
Fix Commit15433492
Release Commit15433492
CreatedFeb 16, 2021
ResolvedFeb 17, 2021
UpdatedFeb 17, 2021