Description

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.

Steps to Reproduce
  1. Create a Master Sequence from the Cinematic dropdown in the Editor Toolbar (leave duration at 5s)
  2. Open Shot 1
  3. Create an Event Track and Key an event at about 140 frames (name it in properties)
  4. In the level blueprint, create a custom event with the same name. Hook it to a print string
  5. In the Master Sequence, expand Shot 2 to the left so it starts before 140 frames
  6. Set the Master Sequence to Auto-Play and PIE

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.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to AnswerHub just mention UE-36031 in the post.

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Won't Do
ComponentAnim - Sequencer
Affects Versions4.134.14
CreatedSep 15, 2016
ResolvedDec 8, 2017
UpdatedApr 27, 2018