# Sequencer spawns extra mesh.

**URL:** <https://forums.unrealengine.com/t/sequencer-spawns-extra-mesh/388580>\
**Category:** Cinematics & Media\
**Tags:** movie-recording, recording, unreal-engine, sequence, editor, question\
**Created:** [March 21, 2017, 5:34pm UTC](https://forums.unrealengine.com/t/sequencer-spawns-extra-mesh/388580 "2017-03-21T17:34:45Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![anonymous\_user\_b58cf9e8](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b58cf9e8](https://forums.unrealengine.com/u/anonymous_user_b58cf9e8)\
**Post date:** [March 21, 2017, 5:34pm UTC](https://forums.unrealengine.com/t/sequencer-spawns-extra-mesh/388580/1 "2017-03-21T17:34:45Z")

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I am attempting to record actor movement using the Sequence Recorder in a PIE session. When open the recorded sequence the recorded actor is spawned with an extra copy of its mesh at the origin of the sequence animation. This mesh will not initially be translated when the sequence is played, however it will start following the animation (still offset) if the object is selected in editor.

You can see the issue in this screenshot:  
Both these meshes have been spawned by the sequence (original objects have been hidden),  
the sphere on the left is following the sequence translation track correctly,  
the sphere on the right is static until selected,  
once selected the sphere on the right now follows the left sphere’s translations.

 ![131065-sequencer.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/3/e/d3e02a64c98b5a441666917d3560a475f6a00661.jpeg)

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**Author:** ![Max.Chen](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/max.chen/32/1194502_2.png) [@Max.Chen](https://forums.unrealengine.com/u/Max.Chen)\
**Post date:** [March 21, 2017, 5:36pm UTC](https://forums.unrealengine.com/t/sequencer-spawns-extra-mesh/388580/2 "2017-03-21T17:36:31Z")

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Thanks Clayton. I think this is related to: [https://issues.unrealengine.com/issue/UE-42309](https://issues.unrealengine.com/issue/UE-42309)

We’ll try to fix this for 4.16.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_b58cf9e8](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b58cf9e8](https://forums.unrealengine.com/u/anonymous_user_b58cf9e8)\
**Post date:** [March 21, 2017, 6:10pm UTC](https://forums.unrealengine.com/t/sequencer-spawns-extra-mesh/388580/3 "2017-03-21T18:10:35Z")

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Thanks for the quick response

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<div class="post-metadata">

**Author:** ![anonymous\_user\_b58cf9e8](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b58cf9e8](https://forums.unrealengine.com/u/anonymous_user_b58cf9e8)\
**Post date:** [March 23, 2017, 11:50pm UTC](https://forums.unrealengine.com/t/sequencer-spawns-extra-mesh/388580/4 "2017-03-23T23:50:54Z")

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Hi, I have been looking at this issue and have discovered a possible cause, please see the [AwnserHub](https://answers.unrealengine.com/questions/579951/cdos-ownedcomponents-list-is-empty.html) thread for details.
