When playing back sequences on a character that is bound users will sometimes run into an ensure from FEvaluateActorReferenceChannels.
Steps to Reproduce
I'm just playing one of our Sequences with Bindings for Characters.
It's an ensure : "Playback capabilities aren't meant to be thread-safe. Do not modify or access their container outside of the game thread."
`UE::MovieScene::FSharedPlaybackState::FindCapability'::`2'::::operator()() MovieSceneSharedPlaybackState.h:170
UE::MovieScene::FSharedPlaybackState::FindCapability<…>() MovieSceneSharedPlaybackState.h:170
FMovieSceneObjectBindingID::ResolveBoundObjects(FMovieSceneSequenceID, TSharedRef<…>) MovieSceneObjectBindingID.cpp:201
FMovieSceneObjectBindingID::ResolveBoundObjects(const UE::MovieScene::FSequenceInstance &) MovieSceneObjectBindingID.cpp:215
UE::MovieScene::FEvaluateActorReferenceChannels::ResolveActorReference(FMovieSceneActorReferenceKey, FInstanceHandle, UE::MovieScene::FActorReferenceComponent &) ActorReferenceChannelEvaluatorSystem.cpp:68
UE::MovieScene::FEvaluateActorReferenceChannels::ForEachEntity(FSourceActorReferenceChannel, FFrameTime, FInstanceHandle, UE::MovieScene::FActorReferenceComponent &) ActorReferenceChannelEvaluatorSystem.cpp:38
UE::MovieScene::TEntityTaskCaller_AutoExpansion::ForEachEntityImpl<…>(const UE::MovieScene::FEvaluateActorReferenceChannels &, FEntityAllocationProxy, TArrayView<…>, FEntityAllocationWriteContext, const UE::MovieScene::TEntityTaskComponents<…> &) MovieSceneEntitySystemTask.h:1903
UE::MovieScene::TScheduledEntityTask::ScheduledRun_PerEntity(FEntityAllocationProxy, TArrayView<…>, const UE::MovieScene::ITaskContext *, FEntityAllocationWriteContext) MovieSceneEntitySystemTask.h:1688
UE::MovieScene::FScheduledTask::Run(const UE::MovieScene::FEntitySystemScheduler *, FTaskExecutionFlags) MovieSceneTaskScheduler.cpp:124
UE::MovieScene::FEntitySystemScheduler::CompleteTask(const UE::MovieScene::FScheduledTask *, FTaskExecutionFlags) MovieSceneTaskScheduler.cpp:661
UE::MovieScene::FScheduledTask::Run(const UE::MovieScene::FEntitySystemScheduler *, FTaskExecutionFlags) MovieSceneTaskScheduler.cpp:161
UE::Tasks::Private::FTaskBase::TryExecuteTask() TaskPrivate.h:524
[Inlined] UE::Tasks::Private::FTaskBase::Init::__l2::::operator()() TaskPrivate.h:186
[Inlined] LowLevelTasks::FTask::Init::__l15::::operator()(const bool) Task.h:495
[Inlined] Invoke(LowLevelTasks::FTask:: &, bool &) Invoke.h:46
[Inlined] LowLevelTasks::TTaskDelegate::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2':: >'::`15'::,0>::Call(void *,bool) TaskDelegate.h:162
LowLevelTasks::TTaskDelegate::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2':: >'::`15'::,0>::CallAndMove(LowLevelTasks::TTaskDelegate &,void *,unsigned int,bool) TaskDelegate.h:171
[Inlined] LowLevelTasks::TTaskDelegate::CallAndMove(LowLevelTasks::TTaskDelegate<…> &, bool) TaskDelegate.h:309
LowLevelTasks::FTask::ExecuteTask() Task.h:623
LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask *) Scheduler.cpp:403
[Inlined] LowLevelTasks::FScheduler::TryExecuteTaskFrom(LowLevelTasks::Private::FWaitEvent *, LowLevelTasks::TCombinedQueue<…> *, LowLevelTasks::Private::FOutOfWork &, bool) Scheduler.cpp:704
LowLevelTasks::FScheduler::WorkerLoop(LowLevelTasks::Private::FWaitEvent *, LowLevelTasks::Private::TLocalQueueRegistry<…>::TLocalQueue *, unsigned int, bool) Scheduler.cpp:802
[Inlined] LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::Private::FWaitEvent *, LowLevelTasks::Private::TLocalQueueRegistry<…>::TLocalQueue *, unsigned int, bool) Scheduler.cpp:861
`LowLevelTasks::FScheduler::CreateWorker'::`2'::::operator()() Scheduler.cpp:223
[Inlined] UE::Core::Private::Function::TFunctionRefBase::operator()() Function.h:414
FThreadImpl::Run() Thread.cpp:66
FRunnableThreadWin::Run() WindowsRunnableThread.cpp:164
FRunnableThreadWin::GuardedRun() WindowsRunnableThread.cpp:79
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-390076 in the post.
| 0 |
| Component | UE - CAPT - Sequencer |
|---|---|
| Affects Versions | 5.8 |
| Created | Aug 4, 2026 |
|---|---|
| Updated | Aug 4, 2026 |