ue5.1 LevelSequence bug

I make a LevelSequenceActor and LevelSequenceActor:SetSequence(…) to Play a LevelSequence, the first is ok, but the second sequence is stop at the first frame, skeletonmesh’s animation not work!, in the function ’ UMovieSceneSequencePlayer::UpdateMovieSceneInstance’ TSharedPtr Runner = RootTemplateInstance.GetRunner(); is nil, i have to gvie the levelsequence a flag:EMovieSceneSequenceFlags.BlockingEvaluation

I meet the same problem.
UE5.2.0
I make a data struct like a list (or link node), and I may play many sequence continuously. What I do is “Play” the next one when the previous one fire the ULevelSequencePlayer::OnFinished.
The “Play” execute the code blow.

ALevelSequenceActor.SequencePlayer->SetSequence(TargetSequence);
ALevelSequenceActor.SequencePlayer->Play();
Btw, 1) I actualy do this by a script language called Unlua. 2) These code works fine in 4.26

My second sequence can not be play, it just look like what you descibe above.
And it also result from the invalid Runner
The Runner should be valid, it seems set by ALevelSequenceActor::SetSequence, and I found it did set a valid one.
But when I set a break point at the destructorof Runner, I found the valid runner just set would be desctroy by UMovieSceneSequenceTickManager::RegisterTickClient.
Seems there is some kind of frame delay mechanism, which desctroy the Runner after it was consider as a valid one and use it to set.
It may because the ECS, many logic is desgined in a ForEach form, so it have to be a delay mechanism.

ps:
Some problem when debuging.
I can not hit the break point in ALevelSequenceActor::SetSequence, which called by blueprint, until I called this function by C++ directly.
Remeber add module ‘LevelSequence’ to use relevant C++ code.