After 36.0 update there has been this major issue with sequencers and world streaming.
The meat and potatoes are this…
If you have an actor connected to a sequencer to show/hide using the visibility option or scale in the level sequence this actor does not conform to world streaming.
On the actor itself if you disable world streaming it should always be loaded ???
What its doing instead is treating the actor as if its being streamed and this is causing the issue.
I have a simple mushroom mechanic and i couldnt work out why it wasnt working all the time and sometimes it would.
After many hours i worked out its all to do with world streaming and the player initial spawn position relative to the actor in question.
I have put a bug fix in currently for my mushroom mechanic which is if the player enters a volume it gets the time goes back 1 second then then plays it and this will make the actor visible when complete as the player is within the loading range.
Now the bad part for me is i have 2 full crop systems and since the update they act like the mushroom setup but this is abit more complex/amount of sequencers to be trying to bug fix a issue which i believe wasn’t present prior to 36.0
I will show videos soon but note i can replicate this 100% every time
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
World Building
Steps to Reproduce
I will take a snip of the settings but basically make a sequence and have world streaming on and be outside the world streaming range when the sequence is complete
Expected Result
It should always be visible as on the mesh itself streaming is disabled
I also showed the issue without sequencer direct so normal actors in the world also have this issue only outside this initial spawn world streaming radius.
With my game i have 2 crops and 1 mushroom plot all at different locations so the player will always be out of load range for something and the mushroom issue around the map when hitting it and its still got collision when its hidden ect is also a bug.
Private island code with volume bug fix enabled…
9235-0337-2446
Private island code with volume bug fix disabled…
4244-1099-9108
If you need any other info please shout up as this is breaking my game
Could this same issue affect guards when a player isn’t close enough to them? I’ve realized since the recent updates they are basically frozen in place until a player is within 150-200 meters. I’m pretty new to uefn so I’m not sure if this is the same issue but I figured I’d ask
Did this streaming issue get fixed for you with this last update? I’m trying to figure out if I’m alone with the similar guard navigation issue that I’m still dealing with.