# Sequence Recording creates duplicates of Components when recording to Spawnable

**URL:** <https://forums.unrealengine.com/t/sequence-recording-creates-duplicates-of-components-when-recording-to-spawnable/385497>\
**Category:** Cinematics & Media\
**Tags:** recording, unreal-engine, bug-report, editor, question\
**Created:** [February 20, 2017, 3:34am UTC](https://forums.unrealengine.com/t/sequence-recording-creates-duplicates-of-components-when-recording-to-spawnable/385497 "2017-02-20T03:34:23Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![anonymous\_user\_e9d92aa7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e9d92aa7](https://forums.unrealengine.com/u/anonymous_user_e9d92aa7)\
**Post date:** [February 20, 2017, 3:34am UTC](https://forums.unrealengine.com/t/sequence-recording-creates-duplicates-of-components-when-recording-to-spawnable/385497/1 "2017-02-20T03:34:23Z")

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**Reproduction Steps**

1. Create new “Actor” blueprint.
2. Add a “Cube” StaticMeshComponent to the root scene component.
3. Animate the cube up and down over time using any method you like.
4. Add an instance of the cube to the “default” level.
5. Open the Sequence Recorder window.
6. Add the cube blueprint instance to the recording.
7. Empty the “Classes and Properties to Record” Array in the settings. Add only the “StaticMeshComponent” to the array.
8. Ensure the “Record to Possessable” option is **False**
9. Simulate the game, observe the cubes movement, then click the “record” button in the Sequencer Recorder window.
10. Once the recording is finished, open the resulting Recording and observe the state of the actor in the world. There will be a copy of the root scene component and static mesh component in the “Spawnable” actors hierarchy.

Check out the attached Project as a demonstration.

**Example Project**

It appears to only affect components that are listed in the “Classes and Properties to Record” settings of the Recorder.

Also in the demonstration project, if I open the “Recordings/RecordingWithPossessable” sequence, the Transport Controls for Sequencer disappear. **Another bug** , should I lodge another bug report separately for that?

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**Author:** ![anonymous\_user\_280dd372](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_280dd372](https://forums.unrealengine.com/u/anonymous_user_280dd372)\
**Post date:** [February 23, 2017, 4:24pm UTC](https://forums.unrealengine.com/t/sequence-recording-creates-duplicates-of-components-when-recording-to-spawnable/385497/2 "2017-02-23T16:24:47Z")

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Hey Alex\_OM,

Thanks for reporting this. I’ve entered [UE-42309](https://issues.unrealengine.com/issue/UE-42309). You can track the report’s status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.

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**Author:** ![anonymous\_user\_e9d92aa7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e9d92aa7](https://forums.unrealengine.com/u/anonymous_user_e9d92aa7)\
**Post date:** [February 24, 2017, 2:27am UTC](https://forums.unrealengine.com/t/sequence-recording-creates-duplicates-of-components-when-recording-to-spawnable/385497/3 "2017-02-24T02:27:45Z")

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Thanks ! 🙂

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**Author:** ![anonymous\_user\_b58cf9e8](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b58cf9e8](https://forums.unrealengine.com/u/anonymous_user_b58cf9e8)\
**Post date:** [March 23, 2017, 11:49pm UTC](https://forums.unrealengine.com/t/sequence-recording-creates-duplicates-of-components-when-recording-to-spawnable/385497/4 "2017-03-23T23:49:33Z")

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Hi, I have been looking at this issue and have discovered a possible cause, please see the [AwnserHub](https://answers.unrealengine.com/questions/579951/cdos-ownedcomponents-list-is-empty.html) thread for details.
