5.8 added Sequencer.AllowPausedClock (on by default) in FMovieSceneTimeController_ExternalClock::OnRequestCurrentTime (MovieSceneTimeController.cpp):
PausedTime = Context.World()>RealTimeSeconds - Context.World()>AudioTimeSeconds;
double CurrentSequenceTimeSeconds = UndilatedDeltaTime + AccumulatedDilation - PausedTime;
RealTimeSeconds - AudioTimeSeconds is the total time the world has been paused since it started, not since playback started. If the world was paused at any point before Play(), the first ticks return a time before the start frame.
ShouldStopOrLoop only checks the upper bound in forward playback, so the player evaluates at that negative time. Everything active at frame 0 is unlinked right after being linked. For example, IMovieSceneEvaluationHook::End fires one frame after Begin. The sequence then holds before its start until the elapsed time catches up with the total paused time.
This affects the Audio, Platform and RelativeTimecode clocks.
Steps to Reproduce
Setup (once, in any project or empty level):
Steps:
Expected: the cube jumps straight to Z=300 and starts moving along X right away. In the log, the TimeController Clock ... Sequence Now: frame N lines start at frame 0 and count up.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-403947 in the post.
| 0 |
| Component | UE - ACT Character - Sequencer |
|---|---|
| Affects Versions | 5.8 |
| Target Fix | 5.8.5 |
| Fix Commit | 59771101 |
|---|
| Created | Oct 17, 2026 |
|---|---|
| Resolved | Oct 28, 2026 |
| Updated | Nov 2, 2026 |