There is a bug in Unreal Engine 5.6 as follows:
- In a Level Sequence, keyframe diamonds (indicating editable properties) do not appear before dragging an object into the sequencer.
- In a Day Sequence, keyframe diamonds (editable markers) do not appear at all.
We have implemented the following fix on our end.
Is there an intended solution for this from your side?
Thank you.
void FLevelEditorSequencerIntegration::BindDetailHandler(const FLevelEditorSequencerIntegrationOptions& Options)
{
static const FName DetailHandlerName(“DetailHandler”);
// NOTE: this should already have been done in Initialize
AcquiredResources.Release(DetailHandlerName);
// bind keyframe handler
FPropertyEditorModule& EditModule = FModuleManager::Get().GetModuleChecked<FPropertyEditorModule>(“PropertyEditor”);
FDelegateHandle OnPropertyEditorOpenedHandle = EditModule.OnPropertyEditorOpened().AddLambda([this]()
{
//START // ActivateDetailHandler is not being called as intended by the engine
// ActivateDetailHandler();
//END
});
//START
ActivateDetailHandler();
//END
…
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