Sequence actors (or referenced actors) are moved to the origin in packaged version

Hello !

I’ve set up a scene with many characters who play choreographed fight in Sequencer and everything works fine in the Editor as well as in VRpreview. But when we package the project for Windows using development configuration all the characters are set to the origin of the world and play their sequences from here.

I added two screenshots, one of the editor where you can see the desired position of each actor and one of the built project in VR (oculus). The player stand at the origin of the scene and you can clearly see that the characters are all stacked there too.

So I don’t really know where this issue comes from. I’ve tried to solve this by linking all the Level Sequences that are in the scene to a dummy at Location 0;0;0 but it didn’t solve the problem. Then I linked the actors and not the Sequences, still no result.

As you can see in my screenshots, the actors are linked to their corresponding sequence so I can place them correctly.

Sorry if it is not a bug and just an error in the way I did all of this but it is a really big issue for us at this time and I hope someone can help.
Thank you !

Hi [BKL] YukiFys,

Can you send me a screenshot of your sequence in the editor? I’m having trouble reproducing this.

Hi, thanks for the reply
Here is the screenshot

As you can see I use the auto play option with loop indefinitely checked on.
There’s just two actors (character blueprint because we want to customize their armor later), using animation track and transform track. Both actors are linked to the corresponding sequence actor in the scene so I can easily change their position in the arena.

The transform tracks are not local transforms. Even if you move your actors around the level, they will snap back to whatever location you keyed them at originally.

But I never keyed them at the origin of the scene and everything looks good in preview but when I use Play standalone or a packaged project all of the actors are set to 0;0;0
I would understand if the cloned sequences were overlapping the parent one but it’s not just that.

Hmm. Can you try to reproduce this in a VR Template project? If so, can you send me a copy of that project? You can PM me a download link on the forums.

Sorry for the wait, I made a new project using VR template and I do have the same issue playing in standalone mode.
I can’t manage to find a way to PM you on the forum. Am i missing a big red button ? I have a link to a wetransfer of the project.

It’s directly underneath my name on that link I sent. You’ll see “Send Private Message”. Please ensure that you’re signed in there. If you’re signed in on Answerhub, it should carry over though.

Alright so I can’t send you anything with this account. That is weird, but I have a personal account which make it possible.
Though I have this message “.Williams has exceeded their stored private messages quota and cannot accept further messages until they clear some space.” and can’t send it

Sorry about that. I have to clear it out every now and then. Should be able to send a message now. Please include a link to this answerhub thread in your message as I get quite a few messages.

Did you remove your file from WeTransfer? I am unable to download it now. We had a lot of catching up to do before the holidays and I was unable to investigate this until now.

Hi, I PMed you a new link

Hey Azraen,

This is exactly what I suspected earlier. Keying an actor that is a child of another actor enters it’s relative location into the transform field, but when you play in game, that transform track is setting the world location.

The behavior that you’re looking for (which was in Matinee for UE3) is called “Relative to Initial” transforms. This is on our roadmap, but currently you’ll need to use the attach track in Sequencer and attach you skeletal mesh actors to an independent actor (not the sequence actor), then key that actor in new locations to move it around. You can then use the skeletal mesh transforms as a local transform, so to speak.

Alright, thank you for the help !
Any idea when this will be implemented ? Another staff member answered a question about blending animation tracks that are currently lacking in sequencer and told me it should be available in 4.15. Can we hope that feature will be here too ?

There is no set version number for this feature to be implemented and we prefer not to speculate about version numbers unless code has already been submitted for it.