Question About UMovieSceneCondition and bEvalNearestSection Limitation in Sequencer

I’m currently working with UMovieSceneCondition to control whether specific tracks or sections in a Level Sequence should be evaluated during playback. However, I’ve encountered a limitation related to how the sequencer handles section evaluation when FMovieSceneTrackEvalOptions::bEvalNearestSection is set to true.

For many default track types (such as the ShotTrack), this evaluation flag is enabled, and it causes only the first section higher up in the track that overlaps the current time to be considered for evaluation. If this section’s condition fails, the sequencer does not attempt to evaluate any of the lower sections, even if they also overlap the playback time and have valid conditions.

This results in that only tracks with FMovieSceneTrackEvalOptions::bEvalNearestSection set to false can use UMovieSceneCondition.

Would Epic consider enhancing this behavior in a future version—perhaps allowing conditional fallback evaluation to continue down the stack if the upper section is conditionally disabled?

UMovieSceneCondition is very helpful, as it allows me to delegate more flexible content control to the hands of the director.
For example, I’m currently exploring the implementation of a QTE system. By using different values from a custom gameplay system to control whether section are executed, I can achieve this functionality quite elegantly with UMovieSceneCondition.

If the interaction between UMovieSceneCondition and FMovieSceneTrackEvalOptions::bEvalNearestSection could be improved, it would be incredibly beneficial for this kind of use case.