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.

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Fixed
ComponentzComponent - Archive
Affects Versions5.6
Target Fix5.8
Fix Commit52327829
CreatedMar 20, 2026
ResolvedApr 9, 2026
UpdatedAug 3, 2026
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