[4.13.0] Level Sequencer Stop/Pause in Blueprints don't work in Standalone

Level sequencer’s stop/pause aren’t working as expected in Standalone, but works fine in PIE.

  1. Create a level sequence.
  2. Add an animation to play in the sequence.
  3. Hook up some buttons for play, pause, and stop.
  4. Start the game in PIE.
  5. Trigger sequence play, pause, and stop, and observe the proper behavior.
  6. Start the game in Standalone.
  7. Trigger sequence play, pause, and stop, and observe that pause and stop have no effect.

Hi ,

I just tried this in my test project and the issue does not occur for me. Can you show me your blueprint graph?

This is mine:

I have a nearly identical setup, but am still experiencing inconsistent start/stop behaviors.

For some context, our project does have some engine source modifications, but I don’t believe it should’ve affected this.The animation sequence was also a migration from a Matinee way back from 4.5, as well. Everything worked fine in 4.12.

I’ll run a couple other tests to see if I can isolate the problem.

I have temporarily resolved the problem with a workaround using PlayRate manipulation to emulate start/stop. The issue I was experiencing may have also been a special case because I am working on very old assets.

Hey ,

Can you test in a vanilla project with a custom sequence (not converted from matinee) and let me know if you still get the same results?

Try it both with your engine version and the standard engine version from launcher or github.

PS - I’m unresolving your answer because it isn’t an actual fix and takes this off of my tracking when it’s resolved

No issues observed if used with a fresh sequence asset.

I also just saw this issue on the Bug Tracker Unreal Engine Issues and Bug Tracker (UE-34868)

Maybe it’s related?

That was a content issue and has been resolved for future versions of that project.

Quick question, did you delete the matinee from your scene?

I’m having an issue with pausing level sequences in standalone mode that seems related to this post.

In my project, when I pause a level sequence containing multiple tracks including a skeletal animation track, everything pauses correctly except for the skeletal animation track, which keeps playing.

I have tried to use the “PlayRate manipulation” workaround and it effectively pauses the skeletal animation track, but does not pause the audio track in my sequence, which is a big problem for me.

Has anyone made any progress on fixing this Pause Sequence Player blueprint function?

Hi RocketScience,

This, to me, sounds like a separate issue. Could you post a new thread with your issue? I don’t want to derail this older thread.