Hello,
After upgrading a project from Unreal Engine 5.5 to 5.6.1, I’ve encountered unexpected behavior in Sequencer animations involving facial curves.
Issue:
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When playing a Level Sequence with a skeletal mesh animation that has facial animation driven by curves (morph targets), the actor briefly shows an incorrect expression at the very beginning of playback.
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This “flash” of the wrong expression appears to be caused by curve values from the previously played animation persisting into the new sequence.
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After a single frame, the correct expression from the current animation is applied.
Additional notes:
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The animation assets already have 0 keys set at frame 0 for the facial curves.
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It seems that the Sequencer evaluates the previous animation’s curve state before applying the new one, which did not occur in 5.5.
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The issue happens consistently on multiple characters/assets after updating to 5.6.1.
Question:
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Is this a known bug or intentional change in UE5.6’s Sequencer evaluation?
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Are there recommended settings or fixes to prevent previous curve values from bleeding into the next sequence (without having to add function tracks to clear morph targets as a workaround)?
Thank you for any clarification.