Resolution for un-save-able actor sequence component instnaces

Just want to surface a resolution I found while working with the experimental actor sequence component. Instances that I’d spawned using an editor utility blueprint wouldn’t save for some reason, with an error about referencing external private objects (an ease function in particular).

It turns out, an event track in my sequences had triggers that bound to an event marked “Call in Editor” in my blueprint, and set a material param. I’m not sure if all of my circumstances were necessary to reproduce the issue, but disabling the Call in Editor setting on the event resolved this issue for me.

Here’s some more very obscure troubleshooting I’ve run into:
Given a simple function that references an actor sequence component’s sequence


Calling said function on Begin Play works as expected - the reference is valid

HOWEVER, if I call the function in construction as well (presumably first) the reference goes bad in BeginPlay. It still looks like a functional sequence in editor though.


Notably, when beginning play, the component is valid when the construction run happens, but not valid by the time the begin play run happens.

Really strange behavior, but it’s experimental so :man_shrugging:

Oh, my mistake, it’s just that the sequencer of the actor sequencer component isn’t ready by the time Construction is called, either in editor or PIE.