Camera & Animation Interfering

Camera based cinematic sequence in tandem with skeletal mesh based animation cinematic sequence causes player to lose ability to rotate themselves. Verse is moving the skeletal mesh bp to the player, but nothing else is occurring. Why might this be happening?

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Sorry to bring up this topic but I am currently affected by this bug so I will provide more precision because this bug remain unresolved.

Step to reproduce:

Concerning UEFN:

  • Have a Skeletal Mesh with 2 animations (running/idle) and make it a Blueprint
  • Attach a Cine Camera Actor to a Seletal Mesh
  • Create a Level Sequence and track the Cine Camera Actor to make a custom camera
  • Put a Cinematic Sequence Device and connect it to the Level Sequence
  • Create 2 Level Sequences and connect them to the animations (running/idle) of the Skeletal Mesh
  • Put 2 more Cinematic Sequence Device and connect them to the 2 Levels Sequences

Concerning Verse:

using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }

MyDevice := class(creative_device):

    @editable
    MeshBlueprint : creative_prop = creative_prop{}
    @editable
    CameraSequence : cinematic_sequence_device = cinematic_sequence_device{}
    @editable
    MeshIdleAnim : cinematic_sequence_device = cinematic_sequence_device{}
    @editable
    MeshSprintAnim : cinematic_sequence_device = cinematic_sequence_device{}

    OnBegin<override>()<suspends>:void=
        Players := GetPlayspace().GetPlayers()
        for:
            Player : Players
        do:
            MovePropToPlayer(Player)

    MovePropToPlayer(Player : player)<suspends>:void=
        if:
            FortCharacter := Player.GetFortCharacter[]
        then:
            FortCharacter.SprintedEvent().Subscribe(OnSprint)
            CameraSequence.Play()
            loop:
                MeshBlueprint.MoveTo(FortCharacter.GetTransform().Translation, FortCharacter.GetTransform().Rotation, 0.1)

    OnSprint(MoveData : tuple(fort_character, logic)):void=
        if (Agent := MoveData(0).GetAgent[]):
            if (MoveData(1)?):
                MeshIdleAnim.Stop()
                MeshSprintAnim.Play()
            else:
                MeshSprintAnim.Stop()
                MeshIdleAnim.Play()

And you can see at first you can move the camera to left and right but after you have stopped, you will no longer be able to turn the camera it will remain stuck in its initial position.

This bug is probably due to the conflict with multiple Cinematics Seaquences Devices who Play and Stop at the same time or i don’t know, but please resolve this bug.

@LZed Thank you for your report! Can you please re-post using the “New Issue” option on the Issues and Bug Reporting forums ? Posts with this feature are connected directly into our development team so we can quickly get to them!

For more information, such as how to get the reference ID, please check out the article here: Using the Creative and UEFN Bug Reporting Form

Thank you for vocalizing this better than I did at the time - I was not well equipped to explain it at the time

It also breaks if the camera actor is separate from the blueprint

Sadly i try to report it multiple times today and i can’t because there is a also a bug here when i try to post a bug report

i’m getting this error:
“An application must be selected to create a topic.”

Even though I have completed all the required fields (Including Reference ID)…
I can’t provide you any proof with screenshots because i also can’t upload png i"m getting again an error:
“Sorry, an error has occurred.”

:laughing: