// Determine the width and height needed by the children using their given position and size.
// Children could overlap so find the left most and right most child.
auto childPosition = childOwner.GetProperty< Vector3 >( Actor::Property::POSITION );
+ auto childSize = childOwner.GetProperty< Vector3 >( Actor::Property::SIZE );
+
+ // Check if there on going position or size animation and skip it to avoid legacy application regressions
+ if( childPosition != childOwner.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ) ||
+ childSize != childOwner.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) )
+ {
+ break;
+ }
+
LayoutLength childLeft = childPosition.x;
LayoutLength childTop = childPosition.y;
LayoutLength childHeight = childLayout->GetMeasuredHeight();
auto childPosition = childOwner.GetProperty< Vector3 >( Actor::Property::POSITION );
+ auto childSize = childOwner.GetProperty< Vector3 >( Actor::Property::SIZE );
+
+ // Check if there on going position or size animation and skip it to avoid legacy application regressions
+ if( childPosition != childOwner.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ) ||
+ childSize != childOwner.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) )
+ {
+ break;
+ }
LayoutLength childTop = childPosition.y;
LayoutLength childLeft = childPosition.x;