Replace selected actors with seems to remove the spawned actor without the sequence being aware that this happened.

Steps to Reproduce
  1. Create a base Actor Blueprint with a single Skeletal Mesh Component called Body and name this blueprint BP_BaseActor.
  2. Make 2 child blueprints using BP_BaseActorBP_Manny and BP_Quinn
  3. Open both of these and assign the skeletal mesh asset to the Body component from the parent (SKM_Manny and SKM_Quinn)
  4. Drag a copy of BP_Manny into the level and drop the possessable into the sequencer track.
  5. Remove the default control rig track and add the MM_Idle animation.
  6. Scrub the sequence and verify the animation is working
  7. Select BP_Quinn from the content browser
  8. Select BP_Manny in the world outliner, Right Click and use the "Replace Selected Actors with" menu to replace its class with the BP_Quinn class.
  9. Verify the replace works as intended as by scrubbing, and viewing the idle animation playing on Quinn.
  10. Swap the class back to BP_Manny by repeating step 8 
  11. Convert the track to a Spawnable track (Right click the binding and select Convert to Spawnable).
  12. Scrub to show that the animation is still working as a Spawnable track
  13. Repeat step 8 to convert back to BP_Quinn.


The animation is no longer bound and the outliner shows that the actor is no longer associated with the level sequence.

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Won't Do
ComponentUE - Anim - Sequencer
Affects Versions5.3
Target Fix5.4
CreatedSep 12, 2023
ResolvedSep 13, 2023
UpdatedSep 18, 2023