この質問は、以下のスレッドに関連して作成されました: [Sequencer blueprint components values reset on [Content removed]
Engine Version: 5.5.3
Hi UDN,
I’ve encountered an issue where modifications to component properties are reset when the Level Sequencer is saved. This problem appears to only affect components that are added via Blueprints.
In a previous discussion, a support member explained that all modified properties need to be tied to a track in order to maintain their values, and that changes made to default values would not persist:
[Content removed]
However, I suspect this behavior might not be intended due to the following reasons:
The issue is specific to components added via Blueprints. Components added in C++ retain their property values even without a track in the sequencer.
Changes to actor properties are preserved without adding a new track.
Editing default values of components is a common operation when working with Level Sequencer.
Not all properties are exposed to Level Sequencer tracks, which makes adding tracks for every property impractical in certain cases.
Based on my investigation, this seems to be related to a serialization issue between SimpleConstructionScript Node components and Level Sequencer.
Please let me know if this behavior is known or if there are any recommended workarounds.
Yes, this is a known and longstanding issue for blueprint classes and sequencer spawnables. Sequencer spawnables use an ObjectTemplate to save default values, and blueprint-derived classes with intanced components are not handled well at the moment. This happens during MovieSceneHelpers::MakeSpawnableTemplateFromInstance. Unfortunately, we do not have a workaround at the moment other than what I suggested in the other case for one part of the issues they were having.
Apologies for the delayed response. Epic has a summer break that we’ve just gotten back from.
I would expect this behavior to remain for a little bit, but that could change as features and bugs get addressed. As more folks continue to ask for support with this issue it might bubble up in priority.
Thank you for your quick and detailed response, and for clarifying the current state of this issue.
I understand that there is unfortunately no workaround at this time. Is there any plan to address this limitation in future engine versions, or should we expect this behavior to remain for the foreseeable future?
If you have any additional best practices or alternatives for working with Blueprint-derived classes and instanced components in Sequencer, I would greatly appreciate your advice.