MovieRender Pipeline Skips Output Frames during GC

Anim - 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

Anim - 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

Anim - 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.

Anim - 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. ...

Sequencer transform origin not updated on first frame

Anim - Sequencer - May 13, 2020

When the level sequence is evaluated from calling play on a level sequence player the level sequence actor does not have an opportunity to tick, which is where the transform origin is calculated. ...

SetPlayRange no longer working

Anim - Sequencer - May 8, 2020

Sequencer doesn't save mobility for component children

Anim - Sequencer - May 6, 2020

When the transform is actuated for a static component only its pre animated state is saved, but its mobility will be set to movable. This causes its children to become movable as well. When the comp ...

Crash when creating a level sequence player after a level begins its tear-down

Anim - Sequencer - May 6, 2020

It's possible to create a level sequence player in a level that's being torn down. Event end play is one example, but the original report comes from a situations that's harder to avoid. Creating a l ...