Shots have little visible indication when they are overlapping. This can cause some visual confusion as to why events and spawnables from a shot that looks like it should end are still triggering
In addition to the expected behavior above, it would be nice for a way to scrub the end of one shot and the beginning of another at the same time. Perhaps a modifier key that would allow this.
The Attached screenshots show the only visual difference between adjacent and overlapping shots.
Result: After it switches to Shot 2, the event from Shot 1 is still triggered. You can add other things like spawnables to Shot 1 and they'll remain as well
Expected: Some visual indication that there is a shot overlapping another.
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Installer 4.10 failed with error code R-1603
How does TextureRenderTarget2D get TArray<uint8> type data?
An error occurred while trying to generate project files !?
How does Character rotate in the current position in the blueprint?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-36031 in the post.
11 |
Component | UE - Anim - Sequencer |
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Affects Versions | 4.13, 4.14 |
Created | Sep 15, 2016 |
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Resolved | Dec 8, 2017 |
Updated | Apr 27, 2018 |