So I have created a cinematic sequence animation in uefn and it plays perfectly in uefn but when I launch a session and view the animation in game it doesn’t play correctly at all.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Other
Steps to Reproduce
You have to first take multiple pictures of steps players would take in order to like and favorite your map. Once you do that import all the photos into your uefn folder. Then from here get several planes from the Fortnite content folder and drag the pictures onto one of each of the planes. Then just resize them to reasonable sizes to replicate what you would see in game when liking and favoriting a map. Then get a cinematic sequence device add all the planes one by one and make them hide, be visible/move according to the process of how players would usually like and favorite a map.
Expected Result
You should get the problem i am facing of the cinematic sequence device not playing correctly in game.
Observed Result
Animation works well in fortnite uefn but not in game.
Oh ok thank you for informing me about the links i made it public for everyone to view now. Also could you elaborate some more about the idiosyncrasies.
Thanks for making those public, I can see the videos now.
You’ve made a video inside of UEFN!
I find this both genius and a bit insane.
On multiple players: you might ultimately need a cinematic sequence device + cinematic sequence per player.
Resolution would be a limiting factor, but I just want to make sure you know about flipbook materials.
The first thing I’d try with your Sequencer Animation/Video is to lower the ‘Play Rate’ in your Cinematic Sequence Device. (Maybe an in-game animation can only refresh so fast)
Lowering the play rate didn’t do anything. Can you tell me more about “On multiple players: you might ultimately need a cinematic sequence device + cinematic sequence per player”. Why would I need this?
Thanks for trying that. I wonder if you give the ‘frames’ more time in the actual sequence, if it will playback normally. (It would look slower, but hopefully there would be no dropped frames)
For multiplayer: As an example, I have a map that has a button, the button triggers a cinematic. (You are now viewing the world through the camera in the sequence and flying through the world for a dozen seconds). If another player walks up to the button and presses it while I’m in the sequence, the button will do nothing for them. But, after the cinematic finishes for me they will be able to press the button and see the cinematic.
Ok just to let you know I found a solution! Basically, I just made it play for instigators and for it to only be seen for instigators rather than everyone at a time. Now it plays correctly every time. Thanks for the help.