Is there a work around for this? It still exists in 4.17 which means the level sequencer is completely useless in our game. I see the bug status is backlogged. Any help on how to get around this would be great.
I feel like warning at least needs to be placed next to World Origin Shifting in the World Composition documentation to let others know before they get too deep into a game that has been built on World Origin Shifting. We already had to move our game from 4.16 to 4.17 because instanced foliage was broken in 4.16 when the world origin shifted. Maybe World Origin Shifting needs to be put in an experimental category for now?
Currently any meshes we have added to a movement track in sequencer will disappear off to the origin of the level when the sequence is triggered. Any help would be appreciated.