Users cannot stop/pause audio tracks in UMG animations. The sound track cannot be manipulated using the animation nodes given in UMG ...
Discrepancy between the specific frame cuts on Camera Cut track and Shot/SubScene tracks. NOTE: This ONLY occurs when scrubbing in the sequence editor. Works as expected in game and renders. If ...
Shots have little visible indication when they are overlapping. This can cause some visual confusion as to why events and spawnables from a shot that looks like it should end are still triggering ...
Spawnable actors visible for one extra frame on cut between subsequences ...
If Visible is off in actor details by default, Visibility track in Sequencer doesn't work in game. It appears to work when you hit play in the Sequencer Editor, but doesn't work in game. ...
User confusion over Visibility/Hidden in Game track. We're running into some issues where it's only switching Hidden in Game when you Play, which essentially does nothing with lights, among other p ...
https://udn.unrealengine.com/questions/310154/converting-matinee-to-sequence-bugs.html#answer-310221 ...
When using the Event Track to call an event in the Level Blueprint that stops a LevelSequence and then assigns that LevelSequence from another will result in an Access Violation. ...
We use GetEditorWorldCounterpartActor in the sequence recorder which cant work in standalone builds as it relies on GEditor. The best fix would probably be to just add a guard for GEditor to GetEdit ...