Long Movie Pipeline Renders cause Audio Crashes

Tools - Sequencer - Jun 29, 2020

This issue can temporarily be worked around by launching the editor with the "-nosound" argument which will disable audio recording. ...

Export anim sequence doesn't work for spawnables

Tools - Sequencer - Jun 22, 2020

For Level Sequence with multiple Shot and Transform Tracks, the Restore State of a Level Sequence Actor may not work due to the When Finished setting of the Transform Track.

Tools - Sequencer - Jun 19, 2020

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 ...

If setting isActive of Camera's Spawn Track to false and binding the camera to Camera Cut Track, the player camera moves to an incorrect position after the sequencer finishes playing.

Tools - Sequencer - Jun 16, 2020

If the binding itself registered in the camera cut is incorrect, the position of the camera after the sequencer ends becomes fraudulent. ...

MovieRender Pipeline Skips Output Frames during GC

Tools - Sequencer - Jun 8, 2020

This is being seen in the wild... can release a temporary fix until 4.26 when we can change the headers and fix it for real. ...

PIE with single process starts multiple server windows

Tools - Sequencer - May 26, 2020

Playing in editor with single process starts multiple server windows. ...

Post Process Material: different color behavior in Sequencer Render vs Movie Render Queue

Tools - Sequencer - May 21, 2020

During lookdev, I use a post process material to bring reference images into the engine to compare against my work.  The goal is for the reference image to not be touched by any of the Unreal color ...

Set Playback End will cause a sequence's upper bound to be inclusive.

Tools - Sequencer - May 14, 2020

FSequencer::SetPlaybackEnd calls SetUpperBound which creates a TRangeBound with the default bounds type, so the end frame will be inclusive instead of exclusive. ...