Sequencer Skeletal Animation Track with 0 weight stops and recreates dynamic montage

Steps to Reproduce

  • Create a level sequence
  • Add a character to the sequence that is using an Anim BP
  • Add a skeletal animation track with an animation to the character’s skeletal mesh
  • Key the weight on the first frame of the animation to 0, key it to 1 a few frames later
  • Notice in FAnimMontageInstance::Advance that the montage is terminated and that in the following FAnimMontageInstance::SetSequencerMontagePosition, the MontageInstanceToUpdate is incorrectly updated even though it lacks a valid montage