Using more than a single break struct node in sequence (despite no break nodes performing calculations) disables fast path. Splitting structs instead does not cause this issue. ...
When editing animation curves in sequencer, the animated object would update as the curves are changed/altered. Result: Would provide better/real time feedback to the animator. Improves Workflow: Th ...
The spawnable mesh seems to be breaking when their spawned property is altered. If you uncheck the spawned property in Sequencer, the Details panel also breaks similar to keying the property. This ...
If you have Render All Cameras enabled in MRQ and are rendering a multilayer exr from a sequence that has multiple cameras edited in the camera cuts track the frames where a camera is not active in ...
This is an early trending crash coming out of the 4.16 Preview. Users have not provided any additional information about this crash. This was also experienced internally by Alex.P [Link Removed] ...
This might be a bug or by design which needs to be handle by certain pipeline (OCIO?), but it's quite confuse that such big difference compare the images rendered by MRQ to those seen in Editor view ...
The implementation of UMGSequencePlayer::Play and UMGSequencePlayer::Pause are not conducive to being able to efficiently pause and resume animations. Some problems that need to be addressed: 1. ...
Using following code in Python: seq.add_possessable(seq.add_spawnable_from_class(unreal.CineCameraActor).get_object_template().camera_component) doesn't create a camera component track in sequen ...
A licensee has forwarded an fbx that came out of Nuke. I think the animation is importing into Sequencer correctly, but the objects seem to be scaled. If I take the fbx into Maya and then reexport i ...
Discuss with the team what the actual desired behavior should be and adjust this calculation. This one is meant to stabilize the motion blur when we have a variable delta time but may be having kn ...