Sequencer Shot overlaps, Shot bounds, and Spawnable interaction

Update:
This is NOT a bug report, it is just my confusion story, that i figured out already.

I was duing the official video tutorial “Cinematics with Sequencer”, on 6th video in that serie i noticed a bug.
Video link:
docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1gaiA_sfpjATUprVW7B9FcK1/PcDvDrF5F0Q/index.html

Currently Sequencer is a bit newer than in that video, and difference, that i noticed is that current version has a “bold section bounds” (that can only be moved from inside a sequence asset called “master” (aka top level sequence asset) by dragging a shot or the right bound of that shot to the right with a mouse.

Reproduce case 1:
If i put a Subscene “Shot_04”, and it does not overlap the “Shot_03”, and a “Subscene green bound” is set to the 468 frame, then the Spawnable Bear is not available (red track name on the left) at 468 frame, but is avaivable immediately after the 468 frame (like 468,001 without snapping, or 469 with snapping).

to clarify:
Master is the “level 1 deep”.
“Subscene green bound” - it is visible as a Subscene track from inside the “Shot_04” asset (level 2 deep), wherever it is put, it will become at the same frame-position, but as a “bold bound” for inside the Subscene-asset (level 3 deep).
That Subscene’s asset name is “Animation”.

Reproduce case 2:
If i put a Subscene “Shot_04”, and it does overlap the “Shot_03” by 4 frames, and a “Subscene green bound” is set still to the 468 frame, then the Spawnable Bear is not available (red track name on the left) not just at the 468 frame, but it is unavailable for the 4.000 frames afterward (at least 4 full frames), it becomes available only after like 472.001 without snapping and 473 with snapping. (again, that “0.001” is just an example of non-snapping).

Reproduce case 3:
This is actually not a reproduce case, it is a workaround on that behavior to avoid the issue.
If i put a Subscene “Shot_04”, and it does not overlap the “Shot_03”, and a “Subscene green bound” is set not to the 468 frame, but below that frame, like 467 or less, then the Spawnable Bear will be available right at the 468 frame (snapped), it is just like what i really expected from above cases.

So to understand the bug, you have to associate or relate all the 3 cases together. So there are 3 conclusions:

  1. level 2 deep’s green bound is not letting inside the level 3 deep to snap right at the green bound to use a spawnable right at that frame. (that green bound is limiting it, so it needs to be dragged off). Maybe it is intended, as Shot_04 is recreating a spawnable Character “from scratch” and that Character becomes unavailable right at the green bound - the 468.0000 frame-moment. After that moment it gets recreated (maybe it should just to not destroy it, so it can continue using it without stopping?)

  2. Ok, i understood now the “case 2” happened, that overlapped 4 frames probably overrided by a subscene, so that “spawnable recreation” still happended, but happened 4 frames earlier.

  3. If i understand correctly, in the “case 3” that “spawnable recreation” was not avoided, that "recreation just happeded while “Shot_03”'s animation was ending. (Q: is that “recreation” is a technically recreation or not?)

Well, while finishing of writing this post i, finally, understood it better. At the beginning of writing it, i had a lot more questions and i was sure, that it was a bug, now i understand, that it is intended to be like that, and not a bug at all.

Update: i dont even need that Spawnable Character (red-colored track name) to become white-colored, to be able to use it for adding the animations for that Spawnable Character, so it’s not as bad as i initially thought.

Update2:

Ok, now i understand it even better, what that red-colored name means, it only means, that the Spawnable character is “not supported by this particular shot”, but if it is existing inside the previous shot (shot_03), then there is no “recreation” at all, just the UI does not know, whether that spawnable is supported at the frame 468.00(0) (which belongs to Shot_03, Shot_04 starts at 468.000+) or not supported. So if you really know, that it is supported from the previous Shot asset as well, then you can completely ignore that red-colored name, as it is completely meaningless in that case (just a small UI issue).

Update3:

Speaking on red color at the first frame of a Shot-asset, there is a workaround for it, either to completely ignore that red color (you still can add animations, and still create Transform Keyframes (at least by mouse-clicking on the UI), either do your things on the next frame (add +1 to cur frame), either zoom very close (disable Snap) and add just 0.001 of a frame to do anything there.

I had some other troubles with kind of “border frames” today, that’s why i worried so much about that spawnable, i am just beginning my familiarizing with the sequencer.