Description

The fade track currently iterates over all UWorlds and adjusts the fade on the first player controller of each world. This means that the fade will be set for all players in a networked game, even though other tracks will continue to evaluate only on the clients who play it.

Steps to Reproduce
  1. Create a project with the ThirdPerson template
  2. Add a cube and a box trigger
  3. Create a blueprint for the box trigger and wire up the nodes in the attached picture
  4. Add a Level Sequence Reference variable ('Seq' in the picture)
  5. Create a level sequence and add a fade track and a transform track for your cube. Adjust both of them in your sequence.
  6. Assign your trigger sequencer reference to your newly created sequence
  7. Start PIE with multiple clients and walk one of them into the trigger
  8. Note that the cube will only move for the player that triggered the sequence, but all players will see the camera fade

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-37939 in the post.

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Fixed
ComponentTools - Sequencer
Affects Versions4.12.54.15
Target Fix4.14
Fix Commit3178312
Release Commit3178905
CreatedOct 28, 2016
ResolvedOct 28, 2016
UpdatedApr 27, 2018