# \[Unreal 5.5\] UMG SetAnimationCurrentTime Issue + Quick Fix

**URL:** <https://forums.unrealengine.com/t/unreal-5-5-umg-setanimationcurrenttime-issue-quick-fix/2330768>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, CPP\
**Created:** [February 13, 2025, 10:51am UTC](https://forums.unrealengine.com/t/unreal-5-5-umg-setanimationcurrenttime-issue-quick-fix/2330768 "2025-02-13T10:51:34Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![SoulDende11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SoulDende11](https://forums.unrealengine.com/u/SoulDende11)\
**Post date:** [February 13, 2025, 10:51am UTC](https://forums.unrealengine.com/t/unreal-5-5-umg-setanimationcurrenttime-issue-quick-fix/2330768/1 "2025-02-13T10:51:35Z")

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Hi everyone,

I’ve encountered an issue in Unreal 5.5 with the `SetAnimationCurrentTime` method for UMG animations. It seems this method no longer works as expected, preventing us from skipping to a specific frame in widget animations.

The problem appears to be related to the new `UnwarpedPosition` variable introduced in the `UUMGSequencePlayer` class. I’m not entirely sure of its purpose, but it seems to override the time set by `SetCurrentTime` during the tick.

### **What’s happening:**

In `UUMGSequencePlayer::SetCurrentTime`, the `TimeCursorPosition` is correctly updated. However, in the next tick, it gets overridden by `UnwarpedPosition`:

```auto
UnwarpedPosition += DeltaFrameTime;

FFrameTime LastTimePosition = TimeCursorPosition;

const FMovieSceneSequenceHierarchy* Hierarchy = RootTemplateInstance.GetHierarchy();
FMovieSceneSequenceTransform RootTransform;
if (Hierarchy && Hierarchy->GetRootTransform().FindFirstWarpDomain() == UE::MovieScene::ETimeWarpChannelDomain::PlayRate)
{
	RootTransform = Hierarchy->GetRootTransform();
}

TimeCursorPosition = RootTransform.TransformTime(UnwarpedPosition);

```

### **My Quick Fix:**

I resolved the issue by updating `UnwarpedPosition` directly in the `SetCurrentTime` method.

```auto
void SetCurrentTime(float InTime)
{
	TimeCursorPosition = UnwarpedPosition = AnimationResolution.AsFrameTime(InTime);
}

```

This fix solves my problem, but I’m curious if there are any side effects or a better approach.

---

<div class="post-metadata">

**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 6, 2025, 12:53am UTC](https://forums.unrealengine.com/t/unreal-5-5-umg-setanimationcurrenttime-issue-quick-fix/2330768/2 "2025-03-06T00:53:24Z")

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Hello,

Thanks for your post and the fix. It does indeed appear that UnwarpedPosition needs to be set in SetCurrentTime. Unfortunately we won’t be able to get this into a 5.5 hotfix but it will be fixed for 5.6.

Here’s the bug for tracking purposes:

> **[The Unreal Engine Issues and Bug Tracker](https://issues.unrealengine.com/issue/UE-254209)**
>
> Welcome to the Unreal Engine Issue and Bug Tracker. You can check the status of an issue and search for existing bugs. See latest bug fixes too.

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<div class="post-metadata">

**Author:** ![SoulDende11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SoulDende11](https://forums.unrealengine.com/u/SoulDende11)\
**Post date:** [March 14, 2025, 10:33am UTC](https://forums.unrealengine.com/t/unreal-5-5-umg-setanimationcurrenttime-issue-quick-fix/2330768/3 "2025-03-14T10:33:54Z")

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Thank you very much Max!
