Material Instance Dynamic assigned to Spawnable objects with Editor Utility Widget get reverted when hit the Save button in Sequencer.
This appears to come from the Material Instance Dynamic not being copied to the template object in the function "MovieSceneHelpers::MakeSpawnableTemplateFromInstance(...)" from MovieSceneCommonHelpers.cpp.
1. Download the Licensee's test project and open
https://udn.unrealengine.com/s/contentdocument/069QP00000CZzMrYAL
2. Open the Level Sequence
“/Game/reprospawn/level_sequence/LS_reprospawn.uasset”
3. Observe all Sequence Static Meshes with WorldGrid Material assigned.
4. Run the Editor Utility Widget
“/Game/reprospawn/tools/EUW_assignMaterial.uasset”
5. In new Window click on AssignDynamicMat button
6. Observe Dynamic Material were assigned to Static Meshes in Sequencer
7. In Sequencer click on Save button
8. Observe Static meshes lost assigned Material Instances Dynamic and reverted back to WorldGrid Material.
How do I set a material as a post-processing material?
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
What is the difference between Camera and CineCamera?
What does the number (2152,1-34) in glsl error mean?
How does TArray loop correctly remove elements in blueprints?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-218562 in the post.
7 |
Component | UE - Anim - Sequencer |
---|---|
Affects Versions | 5.4, 5.3 |
Target Fix | 5.7 |
Created | Jun 21, 2024 |
---|---|
Updated | Sep 4, 2024 |