UE 5.1 is not playing sequencer camera

After upgrading from 5.0 to 5.1 sequencer is not working properly, to be more clear I have a camera inside the sequencer and I want it to have a head movement type of transform on begin play but the sequencer is not showing a proper camera. everything else inside the sequencer works fine. It’s not possessing in right camera.

it seems that this problem is only happening when being inside world partition map

I have the same issue. Upgraded from 5.0.2 → 5.1
Everything works fine except the camera possessing inside the sequencer.
If I create one of the dynamic cameras (ones that only spawn when the cutscene is playing)
It does look to work
I’ve also tried creating a brand new 5.1 project and all works perfect.

I’m going to see if I can somehow port my entire game over to a new 5.1 project and see if that resolves it.
Hoping its just an upgrade issue (be better than a full 5.1 global issue!)

Glad I’m not the only one :smiley:

Getting some weird issues upgrading from 5.03 to 5.1 too, mainly variables losing values or returning to default and heavy unexpected performance issues. Hopefully it is just a bug and may be addressed on 5.1.1

Yes, it seems that this problem only happens with world partition, also Nanite is causing some pretty high ms for shadows it looks weird because we should have a better performance but I’ve lost at least 4-5 ms after the upgrade.

I’ve been doing more testing on this. Its really impacted my game having bugs like this (its sequence heavy)
I’ve found that you can’t use Cine cameras, but you can use the dynamically spawned ones (at the top of the Sequencer)
You can’t use animations or keyframe animations without being in a non-world partition map.

:frowning: sad d3kryption

Same problem here. Did anybody find a solution for this issue? Or what’s the best workaround? I’ve set up a lot of cameras in my maps, so replacing them all would be quite some work.