How to know when a Level Sequence has finished playing?

Is there a “Finished” event for a Level Sequence? Or do I have to check IsPlaying every tick? Or even add a custom track event at the end of each sequence?

Matinee used to have a “Finished” pin on its blueprint controller, but there is no such thing for a sequence.

Thanks.

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There isn’t a “Finished” event. That looks to be an oversight. I’ve added jira UETOOL-899 and we’ll try to get it into the next release. Thanks for pointing it out.

Has this been resolved in 4.12? I am trying to trigger something off the end of a Sequence playing, and was also looking for the equivalent of the Matinee Controller’s Finished pin.

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For now I get the sequence length in blueprint and fire an event after a delay with that amount of time. Hacky, but it works.

Hey! I made it like this, hope can help you :slight_smile:

You can add a custom event at the end of level sequence.

That event will be triggerred once it has come to end.

Nice workaround Roel

LevelSequencePlayer has an OnStop event that you can bind to. It’s exposed in C++ and BP.

The documentation:

Event triggered when the level sequence player is stopped

That event fires when your sequence finishes playing.

(There’s also ones for Play and Pause.)

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Yes, this has been added in 4.14 and is now the proper way to do it.

Hi, thanks for your help. But when I looking for code. there is no OnFinish event in engine code. Am I missing? can you describe more?

How can I listen?

It’s not an “event” per se, you don’t have to listen to it. You just enter its name and create a custom event in the level blueprint with the same name.

Thx! It helped me a lot!

In their infinite wisdom Epic got rid of this functionality.

Yeah OnEndPlay really barely ever works, if it works at all.

Had to create a timeline and watch the IsPlaying property and then move on from the sequence once that hits false.

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Hi. This is working for me. Leaving it here just in case.

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