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Editor freezes when starting sequence recording from SButton

Hi there!

If a sequence recording is directly triggered from a slate callback (like SButton) it will freeze the current window so that it does not receive any more events (like clicking stop recording for example ;-) )

     auto & recorder = FModuleManager::LoadModuleChecked< ISequenceRecorder >("SequenceRecorder");
     recorder.StartRecording(ActorsToRecord,
             FOnRecordingStarted::CreateRaw(this, &Class::OnRecordStart),
             FOnRecordingFinished::CreateRaw(this, &Class::OnRecordEnd));

However if this is being called through a command (like done in the sequence recorder toolbar it will not freeze the current window.

To recreate just create a plugin with a window and add a SButton with a callback containing the above code. Of course you will have to create the ActorsToRecord array. Click the button and the window wont react to input anymore.

I suggest docking the window in the main unreal editor window for maximum fun and profit.

Cheers

Jannes

Product Version: UE 4.13
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asked Feb 09 '17 at 12:57 AM in Bug Reports

avatar image

JannesNagel
62 3 8 10

avatar image JannesNagel Feb 14 '17 at 07:59 AM

Hi again!

Quick update: I figured out that the same things seems to happen when creating **ULevelSequencePlayer**s in C++.

You can find an example project here

To reproduce

  1. Download and open the project

  2. Enter play in editor

  3. Open the plugin window

  4. Click Create Player in the plugin window

  5. The current window will freeze

Cheers

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1 answer: sort voted first

Hi Jannes,

Thank you for the sample project. When I was trying to reproduce this myself, I think I may have been going a little bit too simple. I was able to reproduce this issue, and have entered UE-41949 to have it investigated further.

I am still looking into the issues that you mentioned in your other post.

Tim

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answered Feb 14 '17 at 07:21 PM

avatar image Tim C ♦♦ STAFF Feb 14 '17 at 11:05 PM

Hi Jannes,

While we were looking into the issues you had brought up in your second post, we did some additional testing on this issue as well. It turns out that this is actually already a known issue reported in UE-28065 (this ticket didn't appear in any of my searches for possible known issues related to what you described).

The issue that is actually occurring is that the button does not release focus since it is disabled before the Mouse Up event occurs.

Tim

avatar image JannesNagel Feb 15 '17 at 10:38 PM

Hi Tim!

Thank you! - But could you please update the ticket so it affects the current engine versions too? ;)

avatar image Tim C ♦♦ STAFF Feb 16 '17 at 07:31 PM

Thanks for pointing that out. I have updated the original ticket with the versions I confirmed this is still happening in.

Tim

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