When using "Create Level Sequence Player" to control a sequence (in this case to Play), it will stop playing at 60 seconds ...
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 th ...
Sequencer bindings are lost when creating Sequence Player after loading a Sublevel using LoadLevelInstance. This was reported and tested in 4.21.2 (CL-4753647). This was reproduced in 4.22.3 (CL-7 ...
Level sequence becomes dirtied when opening other level sequences if the level sequence contains a track with a spawnable actor ...
When enabling "Run Construction Script in Sequencer" on a Blueprint Child Actor and having "Rerun Construction Scripts" turned on in Sequencer, the Child BP's properties become inaccessible in Seque ...
-When a curve of a transform track is edited animation tracks set themselves back to start at frame 0. -Tested with scale to avoid interference with location -sequencer is not docked ...
Note : Reopening the level sequence causes ensure failed. (also see callstack) LogOutputDevice: Error: === Handled ensure: === LogOutputDevice: Error: Ensure condition failed: InstanceRegistry->I ...
Compiling a blueprint that is used in a sequence when the blueprint exists on a sublevel will cause a crash if the level sequence is currently open. ...
The ParticleNotify should always be triggered while playing in sequencer editor regardless whether the spawned particle is attached or not to it's bone/sockets This stopped working since 4.15 versi ...
Blueprint actors do not having their states properly restored when only sequencer edits are allowed. The licensee has noticed that the USceneComponent* is different after edit in FComponentTransform ...