Unreal 5.6 Sequence Bug Report

There is a bug in Unreal Engine 5.6 as follows:

  1. In a Level Sequence, keyframe diamonds (indicating editable properties) do not appear before dragging an object into the sequencer.
  2. 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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재현 방법

Hey there,

Thanks for raising this, we’ll get a bug on our side.

You could probably just add the extra call to ActivateDetailHandler instead of commenting out the first. This way, the binding stays maintained, and the call will catch any details panel that is already open and existing.

Thanks,

Dustin