Change in sequencer since 4.15, pb with BP and multiple mesh

I spotted some problems with Sequencer, when trying to animate CharactersBP when using multiple mesh components.

  • In 4.13, I managed to walk around the problems, but in 4.15 there are another problems, even worst.

In our projet, we use BP for characters, with head and body separated, for production and mesh swapping purpose.
Both share the same squeleton, so One animation can drive both meshes.
In my characterBP, the default mesh is the head, and I add another SkeletalMeshComponent for the body. I set the body, child of the main mesh.

  • In 4.13 the child need to activate “Use Bounds from Master” to allow the mesh to be visible in Runtime (work in editor) because if the camera don’t look 0.0.0 the whole mesh is invisible. (the child+flag fix the probleme) It seems the default mesh is not managed like additional ones.
  • In 4.15 it’s worst the additional meshes are not animated, I need to use “Update Animation in Editor” key in the sequencer… it’s not efficient for our animators.

Another problem is when the BP is Possessable, If the character is in Animation mode “AnimationBP”, the sequencer can’t cut this, I need to remove at runtime before playing the sequence every AnimationBP on all mesh components and restore them after.
Adding this as key in the sequencer don’t seems to do anything.

For the moment, it’s hard to preview in the editor, the behavior is not the same in game within editor and sometime it’s even different in cooked game.

My next step is trying to use the Bindings to do the same for the playable character… but I fear the result (in fact I tried and animation are not played, like above in fact)

Is there something I do wrong, is there some hidden flag I missed…