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-rw-r--r--editor/plugins/animation_player_editor_plugin.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/editor/plugins/animation_player_editor_plugin.cpp b/editor/plugins/animation_player_editor_plugin.cpp
index 09481ce48b..d6f53e30c7 100644
--- a/editor/plugins/animation_player_editor_plugin.cpp
+++ b/editor/plugins/animation_player_editor_plugin.cpp
@@ -1632,7 +1632,7 @@ void AnimationPlayerEditor::_prepare_onion_layers_2_step_prepare(int p_step_offs
bool valid = anim->get_loop_mode() != Animation::LOOP_NONE || (pos >= 0 && pos <= anim->get_length());
onion.captures_valid[p_capture_idx] = valid;
if (valid) {
- player->seek(pos, true);
+ player->seek(pos, true, true);
OS::get_singleton()->get_main_loop()->process(0);
// This is the key: process the frame and let all callbacks/updates/notifications happen
// so everything (transforms, skeletons, etc.) is up-to-date visually.