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.
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?