Description

When binding to a Post Process AnimBP in Sequencer causes MovieScene to run the Spawn and Instantiation phase every frame.

The code here explicitly looks at the AnimInstance on the Skeletal Mesh Component to see if its the same as the one that we bound to.

Do you think this is a good approach? Any guidance is appreciated.

Steps to Reproduce
  1. Create level sequence
  2. Bind skeletal mesh with post process anim bp to sequence
  3. Add the post process as a track.
  4. Set breakpoint in FMovieSceneEntitySystemRunner::GameThread_SpawnPhase and check if bInstantiationDirty is true every frame.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-370818 in the post.

0
Login to Vote

Fixed
ComponentUE - Anim - Sequencer
Affects Versions5.6
Target Fix5.8
Fix Commit52327829
CreatedMar 20, 2026
ResolvedApr 9, 2026
UpdatedApr 30, 2026
View Jira Issue