If shot track ends short of the Master Sequence length, all actors return to default state. This becomes an issue when you need the actors manipulated in Shot 1 to maintain their "end state" into s ...
Play rate track does not work when using CreateLevelSequencePlayer Regression: YES Worked: 4.12.5 CL:3039270 Broken: 4.13.1 CL:3142249 ...
A licensee reports that updating a stopped track that has already had it's state restored can cause problems. We should investigate why the update is happening and if it can be safely removed. ...
After calling Stop() in UpdateTimeCursorPosition (LevelSequencePlayer.cpp:392), we continue on to set TimeCursorPosition to NewPosition. At this point, NewPosition is beyond the end of the track. A ...
Print String does not persist when called on Event Tick within a Cinematic Camera Actor Blueprint. This could be problematic if users have a cinematic camera in their blueprints and using Event Tic ...
Sequencer in packaged VR project does not appear to work when using sequence player on begin play. The HMD no longer appears to be affected by sequencer after the project has been packaged out ...
A licensee has reported that actors moved by sequencer will not update their ComponentVelocity. This is inconsistent with Matinee, where we update ComponentVelocity in UInterpTrackMove::UpdateTrack. ...
Users cannot stop/pause audio tracks in UMG animations. The sound track cannot be manipulated using the animation nodes given in UMG ...
Discrepancy between the specific frame cuts on Camera Cut track and Shot/SubScene tracks. NOTE: This ONLY occurs when scrubbing in the sequence editor. Works as expected in game and renders. If ...
Shots have little visible indication when they are overlapping. This can cause some visual confusion as to why events and spawnables from a shot that looks like it should end are still triggering ...