Description

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.

RESULT

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

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-195242 in the post.

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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