你好,请打开我的工程,按照视频里的操作方式复现
/Script/LevelSequence.LevelSequence’/Game/SequencerSaveBug.SequencerSaveBug’
当开启Sequence>LightCamera>Transform轨道时(不勾选自动创建关键帧)
1.把视口切换到Sequence中的相机(LightCamera),直接点弹出图标切换到默认透视图,你会发现一切工作正常
2.把视口切换到Sequence中的相机,然后移动视口,然后弹出到透视图,你会发现,Sequence会提示保存,但重点是保存时坐标会跳回移动视口前。(那么保存的意义在哪里?不提示用户保存,这样可以简化工作流程,减少版本。)
当禁用Sequence>LightCamera>Transform轨道时
3.执行步骤1,你能看到变换坐标自动跳变到变换前的数值
4.执行步骤2(仅仅多一个点击按钮弹出操作),这时候,坐标可以被保存进Sequence了
步骤3和4是不是对齐会好一点呢?在有实际修改的时候就应该能被保存坐标,而不是点弹出到透视图之后才能保存坐标
Hello, please open my project and reproduce the steps according to the video’s method.
/Script/LevelSequence.LevelSequence’/Game/SequencerSaveBug.SequencerSaveBug’
When the Sequence > LightCamera > Transform track is enabled (with Auto-Keyframe OFF):
1.Switch the viewport to the Sequence camera (LightCamera). Then, directly click the pop-out icon to switch to the default Perspective view. You’ll see everything works normally.
2.Switch the viewport to the Sequence camera, then move the viewport, and then pop out to Perspective view. You’ll notice Sequence prompts for saving, but crucially, when saving, the coordinates snap back to their pre-move values. (So what’s the point of saving? Not prompting the user to save could simplify the workflow and reduce versioning.)
When the Sequence > LightCamera > Transform track is DISABLED:
3. Perform Step 1. You’ll see the transform coordinates automatically snap back to the pre-transform values.
4. Perform Step 2 (which just adds clicking the pop-out button after moving). Now, the coordinates CAN be saved into Sequence.
Regarding steps 3 and 4:
Wouldn’t it be more consistent for changes to be savable whenever a real modification is made, instead of only allowing saving after clicking “pop out to perspective view”?