Sequencer Camera Save Bug

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”?

Hello,

When you edit a property that has a track with keys in Sequencer, that property is not committed until it is keyed into the track. This follows conventions established in other 3d packages. So, you can either enable autokey (which will key those values as soon as you make the edit), or click the add/update key button.

When you save, that temporary value is discarded, similar to when you edit a property and then change time without keying the property.

I hope that makes sense.

Ok, I think I have reproduced the issue that isolated to the Editor itself when switching from an actor locked to the viewport to the perspective camera.

Here’s my repro:

  1. Create a new map and add a camera to it
  2. Look through the camera
  3. Move the camera interactively
  4. Save
  5. Switch to the perspective camera.

RESULT: The map is marked dirty as you can see an asterisk at the top where the name of the map it.

EXPECTED: The map is not marked dirty since you’re just switching to the perspective camera and there hasn’t been a change to the transform.

I’ll file a bug with the editor team and if the bug is accepted, I’ll report back here with the public issue you can track.

Thanks for the extra repro. This all circles around the same issue, and we’ve attached the data to the bug.

I fully agree that changes should only take effect when keyed. However, my issue is different:

With Sequence > LightCamera > Transform track enabled (no keys created, only temporary movement):

Move camera → No save prompt → No save needed.

Move camera → Pop out to perspective view (or press Alt+G) → Save prompted → Values revert on save → Useless save.

This means cases 1 and 2 are functionally identical, but case 2 creates an unnecessary file version. This is problematic for our Perforce (P4V) workflow, as it repeatedly prompts to save/upload unchanged files, cluttering version history.

With Sequence > LightCamera > Transform track disabled:

Move camera → No save prompt → No save needed.

Move camera → Pop out to perspective view (or press Alt+G) → Save prompted → Successfully saves values.

Inconsistency & Suggested Fix:

For cases 1 & 2: No save prompt if no keys are created (since no real change exists).

For cases 3 & 4: Prompt save immediately on movement, without requiring view switching (Alt/G) to trigger it.

This would align behavior and eliminate meaningless versioning. Thanks again!

Thank you for reproducing my issue, but I must clarify that your reproduction method (without using Sequencer) manifests differently. During your step 4, camera movement values are silently saved into the umap without prompts. This is hazardous as users remain unaware of changes, potentially corrupting camera positions. Saving via Sequencer restores values, but I’ve identified a new issue (point 4 below, see recording 20250606_984.mp4):

Sequencer > LightCamera > Transform track ENABLED

1.Interactively move camera → No prompt → No save needed → Manual saving resets values

2.Interactively move camera → Switch to perspective → Save prompt appears → Post-save values reset

Sequencer > LightCamera > Transform track DISABLED

3. Interactively move camera → No prompt → No save needed → Manual saving resets values

4. Camera view → Switch to perspective → Save → Interactively move camera → No prompt → Saving persists camera values successfully

5. Interactively move camera → Switch to perspective → Save prompt → Values saved as expected

Recommendations:

When Sequencer’s Transform track is active but the user hasn’t created keyframes: Never trigger modification prompts (steps 1-2)

With Transform track disabled: Trigger save prompt on any movement (steps 3-4)

For standalone Level cameras (without Sequencer control): Trigger save prompts on modification (currently no prompt despite valid saving) and ensure switching to perspective view doesn’t trigger additional save prompts.

Thanks again!

To ensure accurate reproduction, I’ve provided a case:

UE5_UDN_Cases.zip

/Script/LevelSequence.LevelSequence’/Game/SequencerSaveBug.SequencerSaveBug’

I suspect that the issue where camera movement in standalone Level cameras doesn’t prompt the need for saving might be related to this BUG, which may require concurrent attention.

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