Attempting to get a boss to start a combat loop after a cinematic device.

I’ve been steadily putting together a boss battle in UEFN for the past few days (first project) and it’s been coming along, but now I’ve run into another issue. I’ve been attempting to have a boss character enter an arena via a cinematic which would be triggered via a conditional button and then Verse would kick in with a loop to have the character chase me around the arena. At first, I tried to use a Sleep function to delay the Loop’s activation until the cinematic completed, but I did something wrong as my character jumps back to behind the door as soon as it finishes. Does anyone recognize what I might have done wrong here? Thank you for you assistance.
A clip of the issue occurring:

This is the code that I think is giving me issues.

Any help offered would be welcome and appreciated.

In your stomp/walk animation sequence maybe check to make sure transform is not animated? Also for boss fights race: can be super helpful, you can race the walking against a loop that checks how close the boss is to players so that when it stomps it cancels the walking loop and stomps, and doesn’t stomp unless close to the player.

1 Like

@Caluminous

It looks a lot like you are animating your transform/position for your boss character both in Verse and Sequencer at the same time, which is not supported.

You want to untangle the walking cycle animation (without the actual transform) and keep that in sequencer, while you update the actual position through the “move to” in Verse.

To my eternal shame, I didn’t realize that I hadn’t swapped the animations on the cinematic devices used for the walk and stomp animations and so all three had been firing the intro cinematic animation each time they moved.
Thank you for your help everyone. This is on me.