Description

When playing a sequence the engine's max FPS will be saved in a temp value. If the sequence is paused and played that temporary value will be overwritten with the sequence's value. When restoring the saved value, it is the incorrect one as a result.

Steps to Reproduce
  1. Create a sequence that is locked to display rate with a frame rate of 30 fps
  2. Add the sequence to an empty level
  3. Set up a blueprint to pause and play the sequence based on keyboard input
  4. Play in editor and set the max fps with t.MaxFPS 15
  5. Use Stat FPS to verify the frame rate
  6. Play, pause and play the sequence again.

RESULT

The frame rate will be capped to the sequence frame rate, not the one set with t.MaxFPS

 

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-76019 in the post.

0
Login to Vote

Fixed
ComponentUE - Anim - Sequencer
Affects Versions4.204.214.22
Target Fix4.23
Fix Commit7047510
Main Commit7047526
Release Commit7047510
CreatedJun 10, 2019
ResolvedJun 17, 2019
UpdatedFeb 11, 2020