Level Sequence/UMG: Pasting a keyframe is not accurate when clicking and creates duplicate keyframes instead

Summary

So I had this issue since UEFN released and I never quite figure out what causes my animations not to behave as wanted inside level sequences and UMG. I would have a key that I clicked, then Ctrl + C, click another key, Ctrl+V and the key information would not paste. But today I found what really happens and I think its unintended behavior.

So when you click on a key that is very close to a snap point time. For example, lets say your key is close to 1.5 seconds, and the key position is precisely at 1.49. When you click on that key with Snap ON, the snap point doesn’t go to 1.49, but to 1.5, even though you cannot see it on the timeline. So when you paste thinking you have selected the key, you are instead pasting next to it and creating two keys, which then messes up your animation. Regardless of snap, selecting a key should snap to that key, to avoid cases like these (like all animation and timeline software do).

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

UI/Tools

Steps to Reproduce

Open a level sequence
Turn off snap
Add and animate something obvious using two keys. First key is placed at the beginning of the animation (0 seconds), and the other at 0.99 seconds (zoom in to precisely place)
Now turn on snap
Check to see how your animation plays
Click on first key and press Ctrl+C to copy it
Click on the second key and press Ctrl+V to paste it
Check your animation again

Expected Result

There is no animation because both keys are the same

Observed Result

The animation plays as like before the paste happened, but the animation target will snap to the first key at the end

Platform(s)

PC