With Pause Event on frame 0, sequence will never be able to resume playing. It appears to trigger the event again. ...
A sequence made from a sequence actor component doesn't play audio in editor or in PIE when the child of another actor or track. This was reported and tested in 4.22.3 (CL-7053642). This was reprod ...
Sequences in sub-levels only fire events in the persistent level. I don't know if they're expected to be firing in all levels or just the sub-level ...
ISequencer :: OnStopEvent is executed when pause, but not when playing to the last frame and stopping automatically. This is because OnStopDelegate.Broadcast(); is only in FSequencer::Pause(). When ...
Notifies are retriggered on loop of an animation in Matinee/Sequencer. This occurs during Sequencer Editor playback and when playing in game. ...
Sub Sequences are not saved when recording into an existing sequence in take recorder ...
[Link Removed] Jan Kaluza 2023-09-08 15:37:18 UTC I just ran into a very frustrating bug: I have around 60 actors in a sequence, and I reordered them to be in the order that I wanted to animate them ...
Character animations are not played in sequence created from Recording First Person Template Follow-up to [Link Removed] ...
Sequencer renders events affecting UMG twice ...
Within a Level Sequence, it's possible to override the transform (OriginOverrideLocation) of a ShotTrack. This generally works as expected — all nested ShotTracks should inherit and apply the transf ...