When you open an animation sequence, press edit in sequence button, then bake to a control rig, the sequence will spawn the actor in the scene so you can see it and animate it. But the aspect of it being spawned in the scene causes UEFN validation errors, however there is no way to disable that as it will break the link within the animation and the rig. So this workflow is now blocked by validation
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Other
Steps to Reproduce
Import an animation sequence on a skeleton that is rigged.
Open an animation sequence, then press “edit in sequence” button (top right) then edit with FK control rig
On prompt press bake to a control rig
Open live edit
Expected Result
Live edit opens
Observed Result
Validation error due to the spawned actor inside the sequence
Thanks for bringing this to our attention. Unfortunately, Edit in Sequencer is not a supported workflow for UEFN yet because it relies on Spawnables in Sequencer which are not allowed at the moment.
To avoid confusion and validation errors, we will remove Edit in Sequencer when 37.40 is released. Apologies if this has caused any workflow issues.
Well its really nice to use and allows us to animate fast. Is there an alternative to edit anims fast? If not, IMO I d still keep it, because we can export the sequence and import it again and have it work, and disabling the track allows live edit to launch, so its mainly a quirk, but it does offer really fast animation editing, and the layer support is really flexible. I love the feature, so I d love to have it even if validation rejects it, mainly so I can make animations without moving skeletons to blender.
There are other ways that you can achieve this functionality, such as using Import Anim Sequence Into This Section when you add a Control Rig track into Sequencer.
I would also look at the Linked Animation Sequence workflow. This allows you to author animations in Sequencer, then have it as a baked animation sequence, but you can make edits on it in Sequencer and save, which will automatically update your Animation Sequence
Thanks for these Greg, I ll take a look. I was looking to use animation mode with sequencer to edit and save animations, so this is really useful.
Back to the spawn case, I think this workflow should be allowed, as UEFN validation should not flag sequences that are not within a cinematic device, thats the usual behavior of the system up till now. There is no way for us to use a level sequence without the device, so why flag it? It wont spawn anything, and if it gets slotted to a cinematic device then validation can flag it