5.6 - Cinematics continue to play when paused

We’re using the sequencer to play cinematic cutscenes in our game. When paused, the cinematics seem to continue to progress despite being in a “paused” state.

Specifically the cinematic pauses/stops correctly, but when the user resumes it picks up as if its been progressing the entire time.

From what I can see, the game is correctly detecting that we’re paused and the cinematic that we’re playing has been set to bTickWhenPaused = false. So it seems like it shouldn’t be ticking and should just be resuming from the paused point when unpaused.

Are there any known issues or recommended CLs in 5.6.1 that could fix this? Or advice on next steps to debug to see why our sequencers are continuing to play when paused?

Steps to Reproduce
Launch cinematic in 5.6.1

Pause cinematic, wait some amount of time

Resume cinematic, notice that it skips forward by the amount of time paused vs resuming naturally

Hi [mention removed],

I’ve been trying to reproduce your issue but haven’t been able to so far. I tested using the vanilla launcher version 5.6.1. I created a repro project that pauses both the cinematic and the game, but in both cases the sequence resumes correctly from the paused position.

Would it be possible for you to check the repro case and let me know if I’m missing something?

The pause and play/resume actions are triggered using keyboard inputs from 1 to 4. All the code is inside the Level Blueprint. I also ran some tests pausing the execution for a set amount of time, but observed the same behavior. Any doubt let me know.

Best,

Joan

I’ve tracked it down - its because our LevelSequence was set to use Audio as its Clock Source instead of Engine Tick. Once I switched that, it worked

Does this mean there’s no way to implement time dilation/pause in cinematics and maintain sync with audio?

Good to hear that you were able to track down the issue. It was strange since it wasn’t happening in empty projects :slightly_smiling_face:

I’ll check it to make sure, but if this isn’t done by default (which seems to be the case), it should at least be possible with a workaround by overriding some functionality. I’ll give it a try and let you know shortly.