Update int 4.18
We used black frames, but sometime, it’s not aesthetic so I try to solve this problem.
I traced the code, adding logs and stuff…
I localise a stop between 2 sequences, the start of the second one is bad, there is 3 characters in the camera, but the first frame, only one character is visible.
In our sequences, we posses characters so we use the characters BP.
To simplify my debug, I trace only our PlayerCharacter, breaking when the mesh is the right one.
I use a display log to display the current Frame.
I add a UKismetSystemLibrary::PrintString to do so.
I put a display when the sequence start and when the first anim frame is process
FComponentAnimationActuator::Actuate.
it calls SetAnimPosition
which call
FAnimMontageInstance::SetMatineeAnimPositionInner(SlotName, SkeletalMeshComponent, InAnimSequence, InPosition, bLooping);
I presume this do the job of applying the animation on skeleton.
The problem is, it appens only next frame, so at the first one, my characters are still at the position they were before the anim (and then not in the camera field)
The next frame, they are teleported in the field but with a lot of motion blur and the 3rd frame the sequence is normal till the end.
Is there a way to force the sequence to apply the animation at first frame without any blend ?
This but Is really annoying, I spend more than a week trying to figure bad frames in the sequencer.
So every help is welcome !