This is a report about three different issues that are tightly related to each other, so I decided to include them in a single report. The behavior of actors spawned by a Level Sequence Player is not always consistent when calling Play(), Pause(), and Stop().
1. If Stop() is called after calling Play(), any actors that were spawned as a result of Play() are removed. However, if Pause() is called before calling Stop(), the spawned actors are left in the scene.
2. If the Level Sequence Player is destroyed, any actor that it spawned when Play() was called will be left in the scene unless Stop() is called first (as long as Pause() wasn't called before Stop()).
3. If an actor spawned by a Level Sequence Player is playing back an animation when Pause() is called, the animation will not pause, but will continue playing.
RESULTS:
EXPECTED:
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
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How does UMG set overlapping layouts?
How can i modify the param name in EQS node
How to convert the datasmith scene file to BluePrint. Create animations in BluePrint.
Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | UE - Anim - Sequencer |
---|---|
Affects Versions | 4.13.2, 4.14.3 |
Target Fix | 4.18 |
Created | Feb 15, 2017 |
---|---|
Resolved | Aug 24, 2017 |
Updated | Aug 28, 2019 |