# Spawnable Camera Actor PostProcess Property Keyframes in Sequencer

**URL:** <https://forums.unrealengine.com/t/spawnable-camera-actor-postprocess-property-keyframes-in-sequencer/395027>\
**Category:** Cinematics & Media\
**Tags:** keyframes, properties, unreal-engine, Post-Process, question\
**Created:** [May 30, 2017, 8:15am UTC](https://forums.unrealengine.com/t/spawnable-camera-actor-postprocess-property-keyframes-in-sequencer/395027 "2017-05-30T08:15:20Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![anonymous\_user\_d454a860](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d454a860](https://forums.unrealengine.com/u/anonymous_user_d454a860)\
**Post date:** [May 30, 2017, 8:15am UTC](https://forums.unrealengine.com/t/spawnable-camera-actor-postprocess-property-keyframes-in-sequencer/395027/1 "2017-05-30T08:15:20Z")

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I am a bit perplexed about the behavior of spawnable camera post process settings/keyframes in sequencer.

- **If the camera is a possessable actor** and part of the scene, _all  
is fine_. Any keyframes set on  
_post-process settings_ get stored properly, and recalled whenever the  
sequence plays back no matter what.
- **On spawnables** (like the _cinematic camera_ that gets plopped into the sequence with the  
corresponding button press on the  
toolbar), any _properties with a  
checkbox which have keyframes_ (_like  
color grading, bloom settings_, etc.)  
**get toggled to disabled each time the camera despawns/respawns** -  
wether this is because the playhead  
moves outside of the sequence range  
when scrubbing (happens a lot!), or  
it gets loaded into another  
sequence’s shots track doesn’t  
matter.

## Is this a design choice or a bug?

I would assume that _if there are keyframes on a camera’s properties in a sequence_, chances are that _automatically toggling those properties to enabled upon spawning_ is in the best interest of the user!

If the user wouldn’t want that camera actor to have any of those properties active, deleting the keyframe in the timeline would effectively disable it anyway!

The only workaround right now seems to be to _not_ rely on spawnables at all if post process keyframes are to be made - or am I overlooking something very obvious here? If not:

_FEATURE REQUEST?_

- Could you make an exception and  
_intelligently deal with keyframes of post process parameters on  
spawnables_ so the behavior is more  
intuitive?
- Or hide those settings entirely so  
the user is not tempted to keyframe  
them at all? Or show a little warning  
message, discouraging use of  
spawnables for this? Small changes  
could make this aspect a lot more  
user-friendly.

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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:** [May 30, 2017, 4:44pm UTC](https://forums.unrealengine.com/t/spawnable-camera-actor-postprocess-property-keyframes-in-sequencer/395027/2 "2017-05-30T16:44:10Z")

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Hello,

This is a bug. Thanks for pointing it out.

We recently fixed this. If you have access to code and and compile, you can grab CL #3465186. Otherwise, this fix will be in the next release, 4.17. For tracking purposes, here’s the jira (not public yet, but should be available soon): [https://issues.unrealengine.com/issue/UE-43780](https://issues.unrealengine.com/issue/UE-43780)

-max
