Pressing Cancel after ColorPicking a Sequencer's tracked Color will not reverted the color to the previous value.
There's a bug when ColorPicking a color that is being tracked in Sequencer - pressing Cancel will initially reset the color back to it's previous value, but scrubbing the Sequencer timeline makes the discarded color be immediately applied.
For the reproduction steps I've suggested using a PointLight, but it might behave the same whenever we change a tracked color property.
I've reproduced this issue in UE5.6 and 5.7 (CL43620315).
I've included the call stack for FColorStructCustomization::OnColorPickerCancelled, although there's no reported error message in the logs.
Create a new blank project
Create a new Empty Level
Add a PointLight to the scene
Add a Level Sequence - this opens the Sequencer window
Drag the scene PointLight from the Outliner into the Sequencer window - this tracks the PointLight and exposes the LightColor property
On the Details Panel, click on the LightColor color to open up the ColorPicker
Click and drag to change the color from the default white to any color you want - this will display the new color in the small bar on the LightColor track in the open Sequencer window
Press Cancel in the ColorPicker window - this will reset the color on the LightColor bar
Grab the Playback handle and move it
Notice how the color of the bar now is back to the color you picked, before pressing Cancel on the ColorPicker window
Expected result: Pressing Cancel would reset the selection back to the original color
Actual result: Although the bar initially reset its colors, the last color selected before canceling is still saved and is applied
> UnrealEditor-DetailCustomizations.dll!FColorStructCustomization::OnColorPickerCancelled(FLinearColor OriginalColor) Line 356 C++
[Inline Frame] UnrealEditor-DetailCustomizations.dll!Invoke(void(FColorStructCustomization::*)(FLinearColor)) Line 66 C++
[Inline Frame] UnrealEditor-DetailCustomizations.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FColorStructCustomization::*)(FLinearColor) &) Line 320 C++
UnrealEditor-DetailCustomizations.dll!V::TBaseSPMethodDelegateInstance::Execute(FLinearColor <Params_0>) Line 292 C++
[Inline Frame] UnrealEditor-AppFramework.dll!TDelegate<void __cdecl(FLinearColor),FDefaultDelegateUserPolicy>::Execute(FLinearColor) Line 614 C++
UnrealEditor-AppFramework.dll!SColorPicker::DiscardColor() Line 563 C++
UnrealEditor-AppFramework.dll!SColorPicker::HandleCancelButtonClicked() Line 954 C++
[Inline Frame] UnrealEditor-AppFramework.dll!Invoke(FReply(SColorPicker::*)()) Line 66 C++
[Inline Frame] UnrealEditor-AppFramework.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(FReply(SColorPicker::*)() &) Line 320 C++
UnrealEditor-AppFramework.dll!V::TBaseSPMethodDelegateInstance::Execute() Line 292 C++
[Inline Frame] UnrealEditor-Slate.dll!TDelegate<FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 614 C++
UnrealEditor-Slate.dll!SButton::ExecuteOnClick() Line 495 C++
UnrealEditor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 419 C++
UnrealEditor-Slate.dll!??R<lambda_2>@?7??RoutePointerUpEvent@FSlateApplication@@QEAA?AVFReply@@AEBVFWidgetPath@@AEBUFPointerEvent@@@Z@QEBA@AEBVFArrangedWidget@@1@Z(const FArrangedWidget & TargetWidget, const FPointerEvent & Event) Line 5367 C++
UnrealEditor-Slate.dll!??$Route@VFReply@@VFToLeafmostPolicy@FEventRouter@@UFPointerEvent@@V<lambda_2>@?7??RoutePointerUpEvent@FSlateApplication@@QEAA?AV1@AEBVFWidgetPath@@AEBU4@@Z@@FEventRouter@@SA?AVFReply@@PEAVFSlateApplication@@VFToLeafmostPolicy@0@UFPointerEvent@@AEBV<lambda_2>@?7??RoutePointerUpEvent@2@QEAA?AV1@AEBVFWidgetPath@@AEBU4@@Z@W4ESlateDebuggingInputEvent@@@Z(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l8::<lambda_2> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 456 C++
UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 5353 C++
UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5938 C++
UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5894 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 3052 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,1> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 3570 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 2725 C++
[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 1716 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1722 C++
[External Code]
[Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 116 C++
UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 145 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5554 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 60 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 187 C++
UnrealEditor.exe!GuardedMainWrapper(const wchar_t * CmdLine) Line 128 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 282 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 339 C++
[External Code]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-297790 in the post.
0 |
Component | UE - Anim - Sequencer |
---|---|
Affects Versions | 5.6, 5.7 |
Created | Jun 22, 2025 |
---|---|
Updated | Jul 17, 2025 |