Sequencer bindings breaking with shared level sequences

Hi

We hit several issues with sequencer when trying to use level sequecnes which are shared by multiple shots. The use case for this is for lighting department, where for example a levelseqeunce with general scene lighting can be applied to all shots of a sequence, and then refined in a more specialised level sequence which is assigned to a smaller number of those shots (aka multi shot hierachical lighting)

In some sequences we experience breaking bindindings and in other sequences we do not. I’ve attached a project with minimal repro for both cases. Even in the case where the bindings do not break - Sequence Navigator still seems to think there is a binding problem

Please see attached video for decription of 4 related issues:

  1. Bindings breaking in sequencer
  2. Bindings not breakling in sequencer,but reported as broken in Sequence Navigator
  3. Sequence Navigator not following the “breadcrumbs” when navigating to a shared level sequence
  4. Sequence Navigator crashing when expanding a shared level sequence which contains another shared level sequence

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Steps to Reproduce

  1. Open `/Game/Developers/LukeHarris/Hierarchy/SH1`
  2. Navigate into “SH1/LS_Common”
  3. Create a spawnable light
  4. Navigate into “SH1/LS_Common2”
  5. Bind to the light, and override the intensity
  6. Open `/Game/Developers/LukeHarris/Hierarchy/SH2`
  7. Navigate into “SH2/LS_Common2”
  8. Observe the binding is broken

Please see video for other reproducible issues related to shared level sequences

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Hey there,

Just taking over for Joan here. This isn’t something that we really support right now. Proxy bindings were built with the intent that they work down subsequence tree, not through sister sequences like this. You’ll run into edge cases where the unique bindings against spawnables can get you into trouble, like this one.

If you need to, I would recommend 1 of 3 options:

  1. Place your spawnables at a higher sequence level (your master sequence) and proxy-bind to those (the downside is that you will most likely still want to create your lights for each master sequence).
  2. Work on the lights that are placed in your level and possess them, then use your hierarchical bias as your override.
  3. Create your own binding system that, when the proxy tries to bind, searches the parent sequence for a matching tag or name on an existing binding to bind to. This is much harder, but it would allow for your workflow. You’re kind of poking it. The trick is that you would need to guarentee the the sister subsequence is already there and available to create your binding to.

Dustin

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Hi [mention removed],

Thanks for the detailed report and for providing the repro project — really helpful.

I’ve gone through the issues you mentioned, and it looks like they may all be related to how the engine is resolving/mapping object Binding IDs when working with nested shared sequences. This could be the underlying cause behind the different behaviours you’re seeing.

I’m going to verify whether these issues are still present in the latest development branch, and will get back to you shortly. If they are, I’ll proceed with creating the appropriate reports so the Epic team can investigate further.

In the meantime, could you let me know if any of these issues are currently blocking for you or your team?

Best regards,

Joan

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