Sequencer Camera Save Bug

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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