Summary
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
Observed Result
Its all gone to pot since 36.0 ngl
Platform(s)
pc
Additional Notes
I will post snips and vids soon