Hello -
We recently upgraded to 4.27 from 4.26. We have a character Blueprint that has two embedded actor sequences attached to it. In a cooked Developmenbt build, when the game spawns an instance of the character, this assert in UMovieSceneSequence::PostLoad() is tripped:
if (FPlatformProperties::RequiresCookedData() && !EnumHasAnyFlags(SequenceFlags, EMovieSceneSequenceFlags::Volatile) && !HasAnyFlags(RF_ClassDefaultObject|RF_ArchetypeObject))
{
ensureAlwaysMsgf(PrecompiledData->FindDataID(this).IsValid(), TEXT("No precompiled movie scene data is present for sequence '%s'. This should have been generated and saved during cook."), *GetName());
}
Is this an assert we should worry about? Is there something we can do with the actor sequences embedded in our character Blueprint to fix the problem this assert is describing?