The problem seems to be that FLevelSequenceBindingReference::Resolve () fails due to LoadPackageAsync() called in the FStreamableManager::StreamInternal() function.
The licensee reports that the problem is that the following call argument of FStreamableManager::StreamInternal () is incorrect.
\Engine\Private\StreamableManager.cpp
LoadPackageAsync(PackagePath, NAME_None /* PackageNameToCreate */,
FLoadPackageAsyncDelegate::CreateSP(Handle, &FStreamableHandle::AsyncLoadCallbackWrapper, TargetName), PKG_None /* InPackageFlags */, Priority);
The InPIEInstanceID argument is set to Priority and the following implementation seems correct. With this change, the Level Sequence will be played.
LoadPackageAsync(PackagePath, NAME_None /* PackageNameToCreate */, FLoadPackageAsyncDelegate::CreateSP(Handle, &FStreamableHandle::AsyncLoadCallbackWrapper, TargetName), PKG_None /* InPackageFlags */, INDEX_NONE, Priority);
1. Download a sample project.
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2. Open the project. This project has Async Load in the Level Blueprint.
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3. Play In Editor will play the Level Sequence.
This issue does not occur in Editor.
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4. Run .uproject with the argument -game.
In this case, the level sequence will not be played.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-160256 in the post.
0 |
Component | UE - Anim - Sequencer |
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Affects Versions | 5.0, 5.0.2 |
Target Fix | 5.1 |
Created | Jul 25, 2022 |
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Resolved | Aug 8, 2022 |
Updated | Aug 12, 2022 |