Description

If Pause Event is played in second half of Fixed Frame Interval, you can't resume playing. Pause event appears to fire again when trying to resume playback.

To expand on the summary, if you have a fixed frame interval of 30fps and the event fires on frame xx.75, then you won't be able to resume because the event will fire again. This does not occur if it is on frame xx.25

Steps to Reproduce
  1. Create a sequence and add it to the level
  2. Animate an object in the level
  3. Create an event and set the time to 1.79 in properties (that time happens to set it to frame 53.7)
  4. In the event key properties, name it TestPause
  5. Set the sequence to "Force Fixed Frame Interval Playback" (dropdown in Sequencer toolbar)
  6. Create a custom event called TestPause in the Level Blueprint
  7. Create a reference to the Sequencer Level Actor>Get Sequence Player>Pause and hook it to the TestPause event
  8. Create a key press event (let's say the T key)
  9. Sequence Level Actor>Get Sequence Player> Play
  10. PIE
  11. Hit the T key
  12. After the sequence pauses, hit the T key again

Result: Sequence does not play. If you still have the level blueprint up, then you can see that the pause event is firing again
Expected: Pause event does not fire again when attempting to resume playback of the sequence

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-45997 in the post.

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Fixed
ComponentUE - Anim - Sequencer
Affects Versions4.154.164.17
Target Fix4.18
Fix Commit3518492
Main Commit3567077
Release Commit3643070
CreatedJun 13, 2017
ResolvedJun 30, 2017
UpdatedApr 27, 2018