After migrating our project from UE 5.5 to 5.7, we are experiencing a consistent engine crash in the Sequencer. The crash occurs specifically when a user attempts to add a component to a Spawnable A ...
Using time scale in the subsequences leads to mismatch between rendered image and editor view. This makes it hard to related the content to each other. ...
Multiple shot tracks are a problem source, and UE seems to try and pre-empt them by disabling the menu option to add a second one when one is already in there. Duplication, however, is still permitt ...
When audio sections have delegates bound to things like SetOnAudioFinished and that audio section ends up being played through a recycled audio component inside UMovieSceneAudioSystem, the delegates ...
When an additive transform track is locked, pressing the “S” key does not add a new key to the sequence. No key is added to either the additive track or the base transform track. What the user expe ...
When a Level Sequence’s Camera Cut track with When Finished = Keep State is played, the “original state” is persisted into the PreAnimatedStorage array inside FPreAnimatedCameraCutStorage. From the ...
FMovieSceneSkeletalAnimationParams::MapTimeToAnimation takes in an FFrameTime and FFrameRate and is supposed to tell you which frame of animation that evaluates to, when accounting for looping, play ...
Moving a level sequence asset that contains actors that are being referenced as a subsequence in an attach track causes the references to drop, even though the subsequence reference is correctly upd ...
The trim process inserts keys at the start or end of the range depending if you specify Trim Left or Right, I'm finding that Trim right is inserting a key at the end of the section that is incorrect ...
Trying to automate the process of baking transforms via python and the identical code above works in 5.6 but not in 5.7. There are no error messages in the output log. When running in 5.7, it does ...