When adding a track to a timeline, a pre existing track is added, instead of an empty track.

Hi all, could you please help me with the following issue:

When I add a new timeline to a blueprint, and then I click on “+track” to add a track to that timeline, it reuses a track (and curve) from a different timeline, from another blueprint, instead of simply adding an empty track.

If I edit the reused track, then it is edited in the other blueprint as well.

If I delete that track and add a new one, only then does it create an empty one.

I’m guessing there’s a setting somewhere but I can’t seem to find it. Does anyone know how to fix that so that I get a new track each time?

Hey there @psychoblizzard9

Can you provide more information on this since I wasn’t able to replicate this in my project.
Would be nice if you could provide a video or set of screenshots showing exactly what you’re doing.
Might be a good idea to specify which Unreal Engine version you’re using too.

Generally I would avoid copying stuff from one blueprint into another for that exact reason. Sometimes copied code, even though it’s exactly the same, just refuses to work. I’m not really sure why. Repetition, as boring as it may sound, it’s a great way to learn and memorize stuff in your head.

Could be some memory issue/broken installation/moon phase/planetary body position. Take your pick.

I suggest trying a different engine version and checking if you can reproduce this error too.

Thank you for trying to help. The version is 5.5, but I’ve had the issue in this project since before I transferred it from 5.4.

Below is a screenshot of what happens when I create a new timeline in a blueprint, and then try to add a new float track with the +track button.

It is always this specific V shape curve, which is from a separate, unrelated, blueprint.