I’ll start off by stating that I am very new to UE4.
I am working on an Archviz have some lighting that I would like to have dim and change color when the player enters a trigger box and presses the fire button. And then get brighter again on another press.
The problem I am having is that when I trigger the sequence, it plays the animation fine, but then as soon as it’s finished all the tracks snap back to the state they were in before the sequence played out. How can I get the lights to stay in the dim position until I press the trigger again?
I had this working just fine in Marquee, but when I was told Matinee was out and Sequencer was in, I converted it to a Level Sequence. Unfortunately I also deleted my Matinee, and I really don’t want to rebuild it. But I do like how the sequencer works much better.
Maybe I’m not even going about this the right way? I’ll attach some pictures of my blueprint and the scene for reference.
Oh Wow! Thanks!
I didn’t realize it was a bug. I thought I was just doing everything wrong
Thanks for answer, Looking forward to using the sequencer in 4.15.
I have the same problem here. Using Level sequencer, the animation snap back to the initial state after finish. I tested with 4.15 and the problem continues, “Restore state” does not affect this…
It was working fine for me in 4.14, with this new update no matter what ‘Restore State’ is set to it seems to always reset now; I think this is either bugged with 4.15 or is broken with existing/old sequence players converted to 4.15.
Hopefully it is fixed in the next 4.15 patch/hotfix as it seems whoever implemented this must have forgotten to check the ‘Restore State’ value and is defaulting to as if it is always set to true.
I’m going to be taking over the investigation of this issue. I’ve identified that 's issue appears to be specific to the fade track. Other tracks added to the sequence in his example project (i.e. a cube with translation) remain in their final position when “Restore State” is disabled.
@HaasWeston and @Dragonavenger, can you guys provide an example project because I’m having trouble reproducing your issues on my end?
I’m having this issue as well, did you find a bug fix or something? A simple Z translation gets restored after the end of the sequence, whether or not the Restore State box is ticked.Btw I’m on UE 4.16.
This may be a slight duplicate because I don’t see the comment I posted a few minutes ago.
I’m having the same issue in 4.14, 4.15 and 4.16
The reset only happens with animation on a skeletal mesh.
I create a level sequence
Add a skeletal mesh door with animation brought in from Maya
I make sure the time line in the level sequencer is set to the animation length.
Next I create a trigger in front of the skeletal mesh I dragged into the scene
In the Level Blueprint editor
Make the trigger an OnActorBeginOverlap
Then select the level sequencer in the world and make it a reference in the level blueprint
Out of the Level Sequence node connect it to Get Sequence Player
Out of Get Sequence Play drag it to Play, under the Game/Cinematic menu.
When I execute the trigger in game, ti will play the animation then snap back to the first frame.
The Restore box is not checked.
BUT, when I take a static mesh into the level sequencer and animate the translation starting on the ground and going up, it works fine.
The animation does not reset.
I’m pulling my hair out. Am I doing something wrong?
I’ve recreated this issue on 4.14, 4.15 and 4.16 on both PC and Mac.
Bug is still present in 4.16.2. Looks like from version 4.15 UE4 becomes more and more buggy, a lot of things stop working or work much slower than before.
Still no fix for this? I’m on 4.16.2 and Restore State appears to still be broken? I’ve got a one time use Elevator that I was running with Level Sequencer but to get it to FlipFlop, it wont stay at its second position. It just reverts to its original state regardless. On Play Reverse it does work however. So i think the problem is literally just the functionality of that checkbox.