The CTRL+S shortcut does not save an opened Sequence it the Sequencer Window is undocked. Docking the Sequencer Window to the main window fixes the issue.
I've reproduced the behavior on UE versions 5.5, 5.6, and 5.7 (CL44372627).
I've had issues debugging this as the code path that is called when we press the save button on the Sequencer (FSequencer::SaveCurrentMovieScene()) is apparently not called when we use the shortcut (CTRL+S) route.
I'll add the call stack for SaveCurrentMovieScene and also for FUICommandList::GetActionForCommand as I've identified that as the possible path the shortcut route takes.
On a blank project, add a Level Sequence
Make sure the Sequencer window is undocked from the main window
Add an element from the Outliner to the opened Sequence
At this point, pressing CTRL+S does save both the Level and the Sequence
Edit the Sequence (e.g. by adding a key or changing the element to Spawnable)
Try to save it by pressing CTRL+S
Expected result: the Sequence should be saved
Actual result: the Sequence is not saved
If we dock the Sequencer window to the main window the CTRL+S shortcut starts to work again.
Pressing the save button:
> UnrealEditor-Sequencer.dll!FSequencer::SaveCurrentMovieScene() Line 6279 C++
UnrealEditor-Sequencer.dll!SSequencer::OnSaveMovieSceneClicked() Line 3299 C++
[Inline Frame] UnrealEditor-Sequencer.dll!Invoke(void(SSequencer::*)()) Line 66 C++
[Inline Frame] UnrealEditor-Sequencer.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(SSequencer::*)() &) Line 320 C++
UnrealEditor-Sequencer.dll!V::TBaseSPMethodDelegateInstance::ExecuteIfSafe() Line 309 C++
[Inline Frame] UnrealEditor-Slate.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound() Line 635 C++
UnrealEditor-Slate.dll!FUIAction::Execute() Line 139 C++
UnrealEditor-Slate.dll!SToolBarButtonBlock::OnClicked() Line 525 C++
[Inline Frame] UnrealEditor-Slate.dll!Invoke(FReply(SToolBarButtonBlock::*)()) Line 66 C++
[Inline Frame] UnrealEditor-Slate.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(FReply(SToolBarButtonBlock::*)() &) Line 320 C++
UnrealEditor-Slate.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]
CTRL+S route:
> UnrealEditor-Slate.dll!FUICommandList::GetActionForCommand(TSharedPtr<FUICommandInfo const ,1> Command) Line 264 C++
UnrealEditor-Slate.dll!FUICommandList::ConditionalProcessCommandBindings(const FKey Key, bool bCtrl, bool bAlt, bool bShift, bool bCmd, bool bRepeat) Line 227 C++
UnrealEditor-Slate.dll!FUICommandList::ProcessCommandBindings(const FKeyEvent & InKeyEvent) Line 179 C++
UnrealEditor-MainFrame.dll!FMainFrameActionCallbacks::OnUnhandledKeyDownEvent(const FKeyEvent & InKeyEvent) Line 273 C++
[Inline Frame] UnrealEditor-MainFrame.dll!Invoke(FReply[Image Removed](const FKeyEvent &) &) Line 47 C++
[Inline Frame] UnrealEditor-MainFrame.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(FReply[Image Removed](const FKeyEvent &) &) Line 317 C++
UnrealEditor-MainFrame.dll!TBaseStaticDelegateInstance<FReply __cdecl(FKeyEvent const &),FDefaultDelegateUserPolicy>::Execute(const FKeyEvent & <Params_0>) Line 769 C++
[Inline Frame] UnrealEditor-Slate.dll!TDelegate<FReply __cdecl(FKeyEvent const &),FDefaultDelegateUserPolicy>::Execute(const FKeyEvent &) Line 613 C++
UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent(const FKeyEvent & InKeyEvent) Line 4848 C++
UnrealEditor-Slate.dll!FSlateApplication::OnKeyDown(const int KeyCode, const unsigned int CharacterCode, const bool IsRepeat) Line 4735 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2105 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 2783 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1944 C++
[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 939 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 945 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 5806 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 69 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 188 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 266 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 317 C++
[External Code]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-307820 in the post.
0 |
Component | UE - Anim - Sequencer |
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Affects Versions | 5.5, 5.6, 5.7 |
Created | Jul 29, 2025 |
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Updated | Sep 11, 2025 |