Issues getting PCG to update every time a per shot asset offset is applied and unapplied in sequencer within a standard linear media workflow

We are running into an issue using PCG volumes in a standard linear media workflow using sequencer and per shot location overrides on some actors in the scene.

The first issue is that when a transform offset is applied via sequencer PCG volumes don’t update the scatter, however if the same actor is moved normally in the viewport then it does update.

This can be worked around by binding an event track in sequencer to trigger a generation but to scale to many shots this may prove very cumbersome, the big issue is when exiting sequencer and a per shot offset is reverted, PCG once again will not update but this time there is no workaround that I can think of or get to work. Essentially we need some way to trigger a PCG update on sequencer exit otherwise the scatter may not be up to date when using the editor.

Is there any way to streamline this, as per shot offsets are a pretty basic requirement for linear media work.

Cheers

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Steps to Reproduce
Standard Unreal Engine 5.7 with PCG plugins enabled

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Hey Dylan,

thanks for the report, I can reproduce this locally and that is definitely something we want to fix.

The way sequencer handles the transform update is different from regular manipulations in Editor.

PCG has some logic to track changes to the component, but this system is not currently handling the low level transform updates that sequencer uses.

I’ll sync with the owner of this system on what options we have to fix this properly and get back to you once I’ve heard back.

Best,

Sebastian

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Alright, we did take a closer look at the problem and are tracking it as UE-361956.

It should appear on the public tracker in a day or so.

It looks like a proper solution to the way Sequencer does these modifications will require some effort, so I can’t promise it will make it into the next release right away.

You can keep track of the status via the link above.

I’m afraid we don’t have a good workaround for you in the meantime. Triggering an update via a blueprint track is an option, but as you mentioned, it won’t work if the actor is modified when a sequence is closed.

Have you tried using a spawnable actor in the sequence instead of modifying the one in the scene?

It should regenerate after spawning, so if it’s already spawned at the correct position, you won’t need to manually update the transform.

It will also be removed on closing, avoiding the need to clean the original one.

Best,

Sebastian

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Thanks Sebastian!

Thats great to hear, Yeah we have a workaround using a slow editor tick to check for sequencer at the moment which will probably get us by for now!

Cheers!

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