Level Sequence absolute transform tracks in Level Instances

Hello,

Are we suppose to use absolute transform tracks in level sequences when inside a level instance? It doesn’t seem to work. Additive and Relative are fine though. Do you plan to address this or is the general recommendation not to use absolute in level instances?

Steps to Reproduce

  1. Create an empty level.
  2. Create a Level Sequence Actor.
  3. Make it a Level Instance.
  4. Add a cube to the level instance.
  5. Create a Level Sequence Asset and assign that to the Level Sequence Actor.
  6. Edit the Level Sequence to have a absolute transform track that moves the cube.
  7. Move the Level Instance to somewhere far from the origin in the persistent level.
  8. Check that the cube will be animated as if the level instance origin is in the persistent level origin.

Hey there,

This is actually by design. It is a slight misnomer, but the absolute track is the basic type of track that you can make in sequence. Which means they are always relative to the sequence root and level instances (say if you override the root position to be an actor). Depending on what you’re trying to do, I could suggest some alternatives.

Dustin

Hi Dustin,

Thanks for this.

I think the reason why we thought was weird and was raised as a bug to us is that it behaves differently when you are editing a level instance, and testing the sequence there, and when you play the persistent level. For now I advised the team not to use absolute and use additive or relative which work correctly.

Thank you!