How to make cinematic sequence NOT restore state as DEFAULT (Keep State).

I’ve found out that I must also toggle the setting in the Level Sequence. Right-click on ‘Transform,’ choose ‘Edit Section,’ and under ‘When Finished,’ select ‘Keep State.’ Simply unchecking ‘Restore State’ doesn’t work.

See here:

According to Cinematic Sequence Device :

This option doesn’t override the behavior of tracks in a Level Sequence that are explicitly set to Restore State.

If the Cinematic Sequence Device doesn’t restore a track as expected, check your tracks and change them accordingly.

The issue is that it’s quite cumbersome to configure this for every section in every sequence. How can I set it as the default to ‘Keep State’?

I’ve noticed in another post that you can edit the DefaultEngine.ini file if you’re using the main Unreal Engine. Is there a similar text-based setting file in UEFN?

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I’ve also had issues with this, but with a control rig animation. All of my cinematic sequence devices have “Restore State” set to false. But when my control rig changes from one sequence to another, it blinks several frames of the rig in the base pose before starting the new sequence. From Verse, I’m calling Stop() on the current sequence, then immediately calling Play() on the new sequence, but still see the “blink” of rig’s base pose.

Is there no way to smoothly transition from one sequence to another sequence that target the same control rig animation?