This question was created in reference to: [SetGamePause affecting Sequencer [Content removed]
After cherry-picking the fix for https://issues.unrealengine.com/issue/UE\-350536 (CL 48160863), sometimes LevelSequences would apparently hang or skip at the beginning.
If the player pauses the game, unpauses, then starts a LevelSequence, CurrentSequenceTimeSeconds starts negative for the time spent in pause (for the current world). I expect this should be accumulating PausedTime only during the Sequence.
Locally we have a potential fix by tracking the paused time that occurred while the time controller is started:
- in FMovieSceneTimeController_ExternalClock::OnStartPlaying: PausedTimeStart = GetPausedTime();
- in OnRequestCurrentTime: PausedTime = GetPausedTime() - PausedTimeStart;
Where GetPausedTime is the CVarSequencerAllowPausedClock block refactored as a function.
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