When we are playing in the sequencer, with a camera playing a camera anim, if the autosave trigger, the camera is teleported in 0 and won’t move anymore.
The bug appear with the 4.15
Plus, we got sometime, problem in cooked version of the game, in some sequences, the camera is completely brocken. It’s like the animation is right, but playing on a camera not in 0.0.0
In C++, I spotted sometime, a crash in
static void CheckObjectPriorToSave(FArchiveUObject& Ar, UObject* InObj, UPackage* InSavingPackage)
UE_LOG(LogLinker, Fatal, TEXT(“Attempt to save bogus object %p ThreadContext.SerializedObject=%s SerializedProperty=%s”), (void*)InObj, *GetFullNameSafe(ThreadContext.SerializedObject), *GetFullNameSafe(Ar.GetSerializedProperty()));
Unfortunatly, the object is broken (like a destroyed object) and I can’t get his name, nor his type.
still having the problem.
It’s very complicated to understand what happen, and to repair the sequence, the best way is to wipe all the cam tracks and recreate them, it’s very annoying.
In the editor, the camera is locked in 0.0.0, after disabling/enabling the animtrack, the animation works again, but in cooked version ONLY the camera is playing relatively to a broken position (ie not 0.0.0) but always the same position.
I suspect the new compilation system for the sequence to create different behavior between editor and coocked play.
Any help is very welcome
I can’t seem to get this to reproduce on my end, but I don’t quite think I’m understanding what EXACTLY is happening here. Could you provide some detailed steps to reproduce this?
Our settings are a little complicated, so I don’t realy know if the problem is a combination of multiple small things or else.
- We have a Camera Cine Actor in our sequences, with an animation track.The camera coordinates are relative to 0.0.0
- Our sequence start is not 0, so the camera animation don’t start from start.
- I play the sequence in the editor. Pause, rewind it.
- I let the editor trigger the autosave.
- The camera is Teleported in 0.0.0
- If I move the cam, then play again, the camera return in 0.0.0.
- I found that disabling the anim track then reactivating it fix the problem.
- It works in editor, it works in stand alone game, but in cooked, the camera is completely broken. It’s like the camera play relatively to something else than 0.0.0.
I tried to trace the animation code, to figure out where the camera coordinate is really computed but it’s quite complex.
Maybe if you can help me with that, I can trace back why the camera is not in 0.0.0 at the start of the sequence. It looks like additive animation somewhere.
PS: Unfortunately, I cannot give you screens or vids… NDA stuff
I still don’t get this on my end at all. Is this a baked down transform track (key on every frame) or is this a few keys over time? Sorry it isn’t reproducing on my end, but I’m going to ask if you can reproduce this in a blank project that won’t violate your NDA. If it happens in a blank project, you can attach it here or PM me a download link on the forums.
I’ll ask my animator.
Maybe it’s something in our code, conflicting with the system.
I’ll try to reproduce in a clean projet.
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