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 ...
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. ...
The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user w ...
When an Animation Modifier passes a null Animation Sequence value to an Animation Sequence the Editor will crash. This is a regression from 4.20.3 (CL-4369336). This was reported and tested in 4.21 ...