Description

When exporting a level sequence to an animation sequence, the bones used will be based on the LOD for the current camera location, instead of exporting LOD0.

This is very noticable if you pull the camera far away, then do an export.

To work around this, we need to have the camera close to the character, or set Forced Lod Model value to 1.

Steps to Reproduce

Steps to Reproduce

1. Create a level sequence and add a character with lods that removes bones from the section to it.
2. Add an animation with a layered control rig (this is not important, but allows you to adjust the animation.
3. Zoom the camera way out or force lod to a lower level lod.
4. Export the sequence
5. Reimport sequence, notice the animation on removed bones does not exist.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-348164 in the post.

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Unresolved
ComponentUE - Anim - Sequencer
Affects Versions5.6
CreatedOct 9, 2025
UpdatedOct 9, 2025
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