Issues attaching objects in Sequencer

Hey I’m working in the preview build with sequencer and I’m trying to modify the location track on an attached object and it seems that whenever I attach an object (static mesh to static mesh in this case) it snaps to a different location and any location keyframes don’t seem to actually apply on playback. The attached object reacts as one would expect from an attached actor but at an offset from the location I intended it to be attached. Is there something I’m missing? The object I am trying to attach it to is spawned by the take and so is the object I want to attach.

Hello,

There’s currently a few bugs with the attach tracks. First is that when you move an objects that is attached through an attach track, it doesn’t set relative transformation keyframes. That’s most likely what you’re seeing. We’re looking to fix this in an upcoming release. Unfortuantely for now, the only thing you can do is to set values directly through the details panel or the value editors in Sequencer. Another bug is that when you move the parent object, the child object doesn’t immediately update to it’s new position. It only moves when you scrub. The internal jira items for tracking these issues is UE-30373.

Hello,

There’s currently a few bugs with the attach tracks. First is that when you move an object that is attached through an attach track, it doesn’t set relative transformation keyframes. That’s most likely what you’re seeing. We’re looking to fix this in an upcoming release. Unfortunately for now, the only thing you can do is to set values directly through the details panel or the value editors in Sequencer. Another bug is that when you move the parent object, the child object doesn’t immediately update to its new position. It only moves when you scrub. The internal jira items for tracking these issues is UE-30373.

Hi,
is there any news of this being fixed?
In matinee you were able to change the translation transforms to be relative to offset or in world space, that option doesn’t seem to exist in sequencer. Is there any way I can achieve this?

Attach tracks should be fixed as of 4.15. The transform keys of an attached object should be relative to it’s attached parent.

Let me know if you’re not seeing that and if you have a reproducible case. Thanks.

Seems there’s still issues, are you aware of this? Sequencer attach actor not working as expected - Cinematics & Media - Unreal Engine Forums

Hi Max,
2 years passed and the issue is still not resolved. Any timing for that?

Same here. using version 4.19 and am experiencing this problem.

4.20 still the same problems …

4.21 - March 2019… not fixed. Too bad for guy like me who only use Unreal for Animation…
Attach/binding any object to another (or any part of a character) in SEQUENCER cause erratic move on child…
Despite Unreal Engine Issues and Bug Tracker (UE-30373) marked as “Fixed”

4.25 I’ve tried both Sequencer Recorder and Take recorder, disabled physics (body instance menu) and can see it work in editor (sometimes). When I try to render, I get same results as when I click simulate in viewport - and it doesn’t work. During the game my blueprints seem to work, but I can’t seem to get it working for cinematics…the behavior is inconsistent, and the object that is being attached snaps to world coordinates 0,0,0 - if I right click on the attach track I can set to relative and world but nothing seems to work. I can get it to work if when I attach using physics constraint (and avoiding attach to tracks in sequencer and in my functions/events) but then in gameplay it looks wobbly when it should be super connected…

I’m looking to make a game trailer with Sequencer and need to attach a mesh to an animated character but it’s not working; there’s no way to change rotation and scale of the attached mesh and trying to guess the appropriate rotation and scale in blender to reimport it would be hugely impractical. Will UE ever be adept at cinematics? I have an animation project I was hoping to use UE for as the rendering engine.

I’m working with 4.26.2 and all the described issues still exist.
It’s not possible to attach an object without it having random offsets or having it jump through the scene when moved.
Binding as a whole is completely broken as of now.

I’m working with 5.1.0 and all the described issues still exist.
It’s not possible to attach an object without it having random offsets or having it jump through the scene when moved.
Binding as a whole is completely broken as of now. I have to create a very big animation and without this resolved it’s impossible to work.

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Hey everyone! Noob here, but hopefully this can help someone out, as I was also struggling with figuring out how to make a “Null” to animate an object with. It turns out Unreal has more modern way of doing that. Honestly, much better and way more powerful than what I’m used to/familiar with.

Here it is:

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While there is a new method of attaching stuff, as the guy above said, it doesn’t say anywhere that the old attachment system is deprecated. There is no reason to not maintain it.
The old attachment system is very quirky. For example, attaching something to an object which is also attached to something else produces the bug reported.

I also think that the new “constraint” system is superior but it has it’s own bugs that can crash the engine and break the constraints. Baking those constraints while everything is working is the way to avoid the crashes when using the new system.