Sequence Recording creates duplicates of Components when recording to Spawnable

Reproduction Steps

  1. Create new “Actor” blueprint.
  2. Add a “Cube” StaticMeshComponent to the root scene component.
  3. Animate the cube up and down over time using any method you like.
  4. Add an instance of the cube to the “default” level.
  5. Open the Sequence Recorder window.
  6. Add the cube blueprint instance to the recording.
  7. Empty the “Classes and Properties to Record” Array in the settings. Add only the “StaticMeshComponent” to the array.
  8. Ensure the “Record to Possessable” option is False
  9. Simulate the game, observe the cubes movement, then click the “record” button in the Sequencer Recorder window.
  10. Once the recording is finished, open the resulting Recording and observe the state of the actor in the world. There will be a copy of the root scene component and static mesh component in the “Spawnable” actors hierarchy.

Check out the attached Project as a demonstration.

Example Project

It appears to only affect components that are listed in the “Classes and Properties to Record” settings of the Recorder.

Also in the demonstration project, if I open the “Recordings/RecordingWithPossessable” sequence, the Transport Controls for Sequencer disappear. Another bug, should I lodge another bug report separately for that?

Hey Alex_OM,

Thanks for reporting this. I’ve entered UE-42309. You can track the report’s status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.

Thanks ! :slight_smile:

Hi, I have been looking at this issue and have discovered a possible cause, please see the AwnserHub thread for details.