LevelSequenceActor in level instance no longer finding bound actor in 5.6

We are currently upgrading our project to 5.6 and noticed that our level sequence actors are no longer animating bound actors after the upgrade in editor (They still work correctly in a cooked builds). The level sequence actors are placed in a level instance and all the actors they are animating are also in the same level instance as the level sequence actor. The level works standalone, but not when it’s placed as a level instance in a world partition level it no longer works. From what I can tell the LevelSequenceActor is setting the sequence player’s world by using the outer of the level:

StreamingWorld = Level->GetTypedOuter<UWorld>();

This behavior is different in 5.5.4 and seems to be causing the issue in Editor since the UWorld that is being used is different the actual PIE world in editor. Is this a known issue or are LevelSequenceActors not supported with this setup? Thanks for the help!

Steps to Reproduce
1. Create a new empty level

2. Place a LevelSequenceActor in the level, set auto play

3. Place a cube in the level and animate with a new level sequence.

4. Create a new world partition level and place the level with the level sequence actor in it as a level instance.

5. Click Play

6. Notice the cube animate in 5.5.4, but not in 5.6.1

In the ReproProject you can just click play in WorldPartitionMap. This cube would animates in 5.5.4, but when I upgraded the same project to 5.6.1 it no longers animate.

Hello [mention removed]​

Thank you for reaching out and bringing this issue to our attention.

Also, thank you for the repro project and detailed instructions.

I was able to reproduce the behavior described: this works on 5.5 and does not in 5.6 or 5.7.

I’ll investigate some more and let you know.

All the best,

[mention removed]​

Hello [mention removed]​

I’ve reproduced this behavior on the latest /main version of the engine, so it’s not fixed yet.

As a possible workaround, it looks like the issue does not reproduce if your tracked objects are Spawnable instead of Possessable.

Hopefully, this could unblock you until a definitive solution is provided.

I’ve made a JIRA report at: Unreal Engine Issues and Bug Tracker (UE\-326566)

Please note that it can take some time to be made publicly accessible.

We don’t provide updates on EPS, but if you would like to track the resolution, check the link for the status.

I believe we don’t have further actionable issues, so I’ll close the case.

Feel free to reply if you have anything else to add.

All the best,

[mention removed]​

Thanks Rafael. We did a engine change as a temp workaround for now in ALevelSequenceActor::PreInitializeComponents() to let us keeping using Possessables.

// ENGINE CHANGE BEGIN
#if WITH_EDITOR
	if (IsValid(GEngine->GetCurrentPlayWorld()) && StreamingWorld != GEngine->GetCurrentPlayWorld())
	{
		StreamingWorld = GEngine->GetCurrentPlayWorld();
	}	
#endif
// ENGINE CHANGE END
 
	GetSequencePlayer()->SetSourceActorContext(
		StreamingWorld,
		WorldPartitionResolveData.ContainerID,
		WorldPartitionResolveData.SourceWorldAssetPath.IsValid() ? WorldPartitionResolveData.SourceWorldAssetPath : StreamedLevelAssetPath
	);
}

Thanks [mention removed]​

I’ve included your proposed workaround in the issue report.

I’ll close the case again, but if you have anything to add, reply, and it will automatically reopen.

All the best,

[mention removed]​