I’ll do that!
How to avoid timeline nodes having to 'finish' when using Blueprint Actor Event Tracks in Sequencer?
No joy?
I’m assuming also that nothing is changing the variables max and min distance?
Hey, yes just did a copy of the level and then hooked up everything. With all your changes implemented (and capping the timeline max value at 1) the issue is unfortunately still the same.
And no, the min and max distance variables stay the same throughout.
I think I have replicated the problem, gimme a little while…
Thanks so much! I’ll stay close to my machine!
When you reset, the timeline starts again at 0. But then, you call Start a little while later, which ALSO starts at zero. Hence the jump.
Does that make sense?
All of those blobs restart the TL
( getting a bit of lunch now… )
I hear what you’re saying, but here’s my two thoughts on this:
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When removing the ‘ResetGate’ events at the beginning, all the gates ‘jump’, because they remain in their final timeline position (which is when they’ve moved in). The way around that is to stop runtime (pressing the stop button) and then running game mode again (pressing play). But if you’re working on an animation, where you have to loop things a bunch of times to get a feeling for the motion, this becomes an incredibly tedious workflow. When the ‘ResetGate’ events are put back in, at least the first gate is put back to its initial position.
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This leads me to my second point. This behaviour proves that the timelines have to finish their animations. The timeline node length is 2 seconds, so starting the ‘OpenGate’ event closer to the end (when there aren’t 2 seconds left to go through the entire animation) means that the timeline hasn’t finished animating by the time Sequencer loops back to the beginning, meaning even though the ‘ResetGate’ event fires, the timeline node ignores it, because it still hasn’t finished.
Does that make sense? So if there is a way to ‘reset’ the timeilne node to it’s original state then we can get around the ‘jumping’ issue. But if there isn’t, then I guess I’m stuck?
Let me try the ‘Play’ instead of ‘Play from Start’ now!
OK, so here’s what happens now. The ‘jumping’ isn’t an issue anymore.
BUT, on the later ‘Gates’ that - as I explained above have their timelines still ‘running’ - there’s no animation, i.e. they remain in their final animation state until the timeline is done.
That means the first run of sequencer is good, the first loop has the last gate not moving, the second loop has everything moving again. This is on the whole better than before - thanks a lot for that - but I guess it still doesn’t address the issue of the timeline nodes not resetting when they should
It’s not quite it, is it, but it is the cause.
I think you need to make that reset event something more like
Basically you can go back to TLs not moving like this, but you can’t have an infinite loop. To do that, you would need to know a different time to set each TL in order to sync them with the start of the sequence…
OK, so I make the timeline a ‘variable’ then link it to the ‘OpenGate’ event and the ‘ResetEvent’?
Keep the start the same, but try that reset ( above ).
ClockworkOcean, YOU’RE THE MAN!!! That node setup for the ‘ResetGate’ event seems to fix it. I even tried it now with making the timeline node really long (3sec) yet still all the animation events fire as they should every time Sequencer loops!
YEAHHHH!!!
Thanks so much! I really really appreciate this.
This has just made UE a much more usable tool for Mograph for me.
Sorry it took me so long to spot it1
Not at all! Thanks for sticking with me for so long.
Since I’ve got you here, just that thing about Construction Script, Sequencer and rendering videos out. There’s this question that was asked four years ago and that has popped up quite a bit on the internet, without anybody being able to answer it.
https://forums.unrealengine.com/t/construction-script-animation-doesnt-work-when-i-play-game/427759
If that’s not your area of expertise, please tell me to ■■■■■■ off. But if you or some of the other smart people you know have any idea how to fix this, I think there’d be a lot of gratitude in the community. Defo from me
I owe you a drink anyway. If you’re in London, let me know!
I just tried this. As far as I can see, all you need is that tick
and it works.
But, I don’t think it’s possible to run a sequence from the CS, that’s the confusion.
Could you please try to render that out using Movie Render Queue? If your animation works in a rendered video then something is wrong with all my UE builds.