How To Get Level Sequence To Inform It Is Complete

Hello!

How can I get the Level Sequencer to communicate, consistently, when it is complete?

An example would be:

A train departs one station and pulls into another, using a LEVEL SEQUENCE. After it pulls into the second station, I need a notifier that informs the train, itself, to open its doors. This happens only after the LEVEL SEQUENCE is complete.

A screenshot would be IMMENSELY helpful.

(I can cheat and use a delay that is the length of the sequence, but I do NOT want to do that, as desynching over time can occur.)

Hi Leomerya12,

output
Here’s a demo of a train moving from one station to another, using level sequencer, and opening the door without relying on a delay node.


Open the level sequence that moves the train, and click the + button to add a new Event > Trigger track.


Scrub the playhead to the the frame you want, and hit the tiny plus button on the event track to add a new key.

One Gotcha: Don’t put the new key on the very last frame of the animation. For example, I have a 60 frame animation here. Putting it on frame 60 won’t trigger it, so I put it on frame 59 instead.

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Double click the event key, and it’ll open the level sequence’s director - a place to add blueprint code for the sequence. Since my animation is on my BP_Train, I get a handy reference directly to the train’s blueprint. Here I’m calling a custom event I defined on my BP_Train.


I also did the animation for the door in level sequencer, and then I just use my custom event OpenDoor to play it.

Hope this helps, and good luck on your project!

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Thank you, so much!

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