Epic bug with interaction between sub levels and sequencer

Parent / Children structure gets broken if sequencer is loaded before the level visibility is loaded

Steps to reproduce:

1. Make level (This will be sublevel) and add 2 static mesh, then parent one to the another.

2. Create Levelsequence and add the parent static mesh as possessable binding.

3. Save everything,

4. Create Main Level and add the sublevel and toggle visibility off, and save.

5. Close the Main Level.

6. Open Levelsequence first, then open Main Level.

7. Toggle visibility of the sublevel back on.

8. You can see the child Static Mesh actor is un-parented from the parent Static Mesh.

Happening in 5.4 and 5.6

Steps to Reproduce
Parent / Children structure gets broken

Steps to reproduce:

1. Make level (This will be sublevel) and add 2 static mesh, then parent one to the another.

2. Create Levelsequence and add the parent static mesh as possessable binding.

3. Save everything,

4. Create Main Level and add the sublevel and toggle visibility off, and save.

5. Close the Main Level.

6. Open Levelsequence first, then open Main Level.

7. Toggle visibility of the sublevel back on.

8. You can see the child Static Mesh actor is un-parented from the parent Static Mesh.

Happening in 5.4 and 5.6

For added context, we noticed that the Parent / Children structure gets broken if sequencer is loaded before the level visibility is loaded.

Hi [mention removed]​ and [mention removed]​,

Thanks for reporting the issue. It has been reported directly to Epic. A public bug tracker will be generated and I’ll post the link here so you can have access and see how the bug is being developed. Once the issue gets fixed, inside the bug tracker, Epic will publish the fix commit so you can add it directly to your engine without the need to wait for an oficial engine release.

I’ll reply again this thread once I get the link.

Best,

Joan

Thanks Joan! Do we have that bug tracking link available yet?

Hi! I’d like to follow up as well, is there a link to the bug tracking fix ticket?

Hi everyone.

We have not recieved yet the bug tracking link. I’ll ping them again so they are aware of it. Sorry for the delay.

Best,

Joan

Hi Joan, we just wanted to politely follow up and see if there’s been any movement on this request? Thanks

Hey All,

You should be able to see the ticket now here: https://issues.unrealengine.com/issue/UE-309503.

So I did some investigation and I’ve found the source of the bug and a workaround for you. When you have sequencer open and it generates it’s connection to the object created. Internally we mark the object as moveable. When you load your sublevel it will push that setting into the object. Then, when the child object instantiates, it has a mismatched movement setting from its parent and will not create the attachment. Normally when you change the mobility setting of a static mesh actor it will also change any child’s mobility setting as well.

You can verify that this is all happening by looking in your log and seeing a warning similar to this.

PIE: Warning: AttachTo: '/Game/Sub.Sub:PersistentLevel.StaticMeshActor_1.StaticMeshComponent0' is not static , cannot attach '/Game/Sub.Sub:PersistentLevel.StaticMeshActor_3.StaticMeshComponent0' which is static to it. Aborting.The workaround is to, when your sequence is closed, change the mobility option of your parent actor to moveable, save your level, and everything will go away. The downside to this is minimal, depending on how many static mesh actors you are moving, because it means that those static meshes will not be instance rendered automatically. Additionally, although this is annoying, my workaround will address the issue with the editing of your level. In a gameplay or play scenario, this is unlikely to happen because the sequencer typically loads long after the level and all its objects have loaded.

Hey Dustin, we appreciate your response. We’ll have our team look into this further with the information provided and get back to you as soon as we can. Thanks

Hi [mention removed]​,

We have pinged again Epic, we should have an answer from them this week. Wil update as fast as I get an answer.

Best,

Joan