diff --git a/editor/plugins/animation_player_editor_plugin.cpp b/editor/plugins/animation_player_editor_plugin.cpp index 09481ce48bd2..d6f53e30c78d 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.