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. ...
When a level sequence actor has camera's marked for preroll in it and information is gathered for a camera cuts location to send to the streaming manager, it does not take into account the Transform ...
A Sequence with Override Instance Data enabled and a SubShot will accumulate the TransformOrigin Location wrongly and overshoot the expected end position. The licensee has encountered a particular s ...
Version: Main branch 46320669; 5.7 Preview Epic Launcher pre-built; Issue: Playing a <sequence> that is withing a <level instance> turns back on gray <level instance editing> visualizing shader e ...
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 ...
This is caused by several failures in the custom ticking and update logic for level and actor sequences. A possible solution is shelved in 14859265, but will need testing with all known cases of pau ...
This is not a regression. Tested In: //UE5/Release-5.0 CL20979098 Actors move around between keyed points in a Sequencer while Zooming in/out of the Timeline if a Cine Camera is possessed in the S ...
LevelSequenceActor's Restore State is enabled, but the character does not return to the position it was in before the level sequence was played. The LevelSequence of the attached project has two S ...
When there is a blended camera cut and the sequences playrate is changed, the camera blend time will not match the new rate and play incorrectly. ...