Cinematic Sequence doesn't work after round 1 on instigator only? Help?

I have a cinematic sequence play for the instigating player when they enter a mutator zone device. It should work in theory and used to, but now it seems to be random, sometimes it works, sometimes it doesn’t.

After some testing I found out it works when you launch the project for the first time or push changes and then will stop working again the next round.

I did see a forum post of the exact same issue last year that said the issue was fixed with an update but it seems to be broken again.

Anyone know what may be causing this or can replicate this issue? Any advice on how to fix it?

This is breaking my map I was planning to release this week. When set to show sequence to everyone it works but I need instigator only for my map to work.

Thanks.

Hi.

This is just a random thought. But I was wondering what would happen if:

  1. You set two cinematic sequences to trigger the same action.
  2. You set two cinematic sequences to trigger the same action but have them alternate in firing.

I was just wondering if switching off between sequence devices would help.

Hi,

Triggering the cinematic at the same time still doesn’t work. I think it’s just a bug because it used to work fine. Don’t know any work arounds tho.

Can you share more info on what the cinematic does, or the setup? because I made a really simple test and looks like it works ok, what i tested:

This sequence is not in a loop, and every time the player enters the mutator zone, the scale of the box triggers correctly and then is restored.

So just to check with what you are trying to do, if i can replicate the bug.

I have multiple rounds so in the first one or 2 rounds it will work but then stop working in future rounds. The cinematic is a jumpscare so it’s a cinematic camera actor, and the mutator zone is attached to the thing that chases the player.

So theoretically when the player is caught and enter the zone it should play the cinematic but in later rounds it just doesn’t.

Ok I think, I have tested something similar with this setup, even testing looping and stopping round mid sequence.

I could not reproduce the bug, even on 10 rounds.

Just a guess, but have you checked that the mutator zone is still valid and is attached to this entity that chases the player, if so, i would check if the collision is still detecting players, or is bugged from that side.

my question would be why does it work on the first round but not the rest? and then randomly work again after a random number of rounds? That sounds like a bug to me.

All the settings are correct, it just stops working after the first round of the session. if I end the game and start a new game in the same uefn session it still won’t work, but if I close uefn and open it again, it’ll work first round and then stop working after that.

I appreciate you trying to help

I’m having the same issue as this forum post:

The most recent replies have said it’s been fixed but my guess is epic broke it again. What do you think?

It always works when the cinematic sequencer is set to show for everyone instead of instigator, but not instigator after first round.

Hi, yeah what you describe is a bug, because of the inconsistency of working or not. You could create another post, on General > Issues and Bug Reporting, but what it seems “weird” to me it’s that you said that when it’s set to “Everyone” it works, the problem is the instigator, this could be a problem of the sequencer or a problem of the mutator zone not “detecting” a player or agent for some reason and not triggering the event with a valid instigator. That’s why I would recommend testing if that’s the issue first just to discard that option.

You could use something like this:

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

test_mutator_zone := class(creative_device):

    @editable
    MutatorZone : mutator_zone_device =  mutator_zone_device{}

    @editable
    Sequence : cinematic_sequence_device = cinematic_sequence_device{}

    OnBegin<override>():void=
        MutatorZone.AgentEntersEvent.Subscribe(OnAgentEnteredZone)

    OnAgentEnteredZone(Agent:agent):void=
        Print("Agent entered zone")
        if(Player := player[Agent]):
            Print("The Agent is a player, calling play on sequence")
            Sequence.Play(Agent)

And if you see the logs and the sequencer fails then, you can pretty much say this is a sequencer problem.

I will try this, thanks. I was considering going the verse option to make the cinematic play using verse like you have there but I’m no coder and I’m guessing it’ll be complicated since my mutator zone is set to team 2 only who can enter it.

It should already work only for Team 2 if the mutator has the Selected Team already set to Team Index 2 because the mutator, detects agents on that team only, so they would fire the event that we used in verse to then play the sequence, the others should be ignored by default