Gamethread check while evaluating actor reference channels in sequencer

Hello,

we have encountered an ensure while playing some level sequences

"Playback capabilities aren't meant to be thread-safe. Do not modify or access their container outside of the game thread."

while evaluating actor reference channels. Locally we managed to fix the check by forcing the evaluation tasks to be on game thread like this

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Is this the correct approach?

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Hey there,

There was a similar case from a different licensee; you might try the single-line change approach here.

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Dustin

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Thanks for the info!

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