Summary
In UEFN, the “Networking” emulation mode setting within a Level Sequence asset (e.g., changing from “Do not emulate” to “Emulate as Server”) does not persist after the sequence asset is saved, closed, and then reopened. The setting reverts to the default “Do not emulate” state, preventing server-authoritative sequence evaluation from being reliably configured.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
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Create a new Level Sequence in a UEFN project (or open an existing one).
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In the Sequencer window, with the sequence open, click the “Actions” menu button (wrench icon).
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Navigate to “Advanced” → “Networking”.
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Change the selected option from the default “Do not emulate” to “Emulate as Server”.
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Save the Level Sequence asset (e.g., Ctrl+S, or File → Save).
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Close the Level Sequence asset tab in the editor.
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Reopen the same Level Sequence asset.
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Navigate back to “Advanced” → “Networking” within the sequence settings.
Expected Result
The “Networking” emulation mode setting should remain as “Emulate as Server” (or whichever option was selected and saved in step 4), and should therefore be taken into account when the Sequence is run in-game via a Cinematic Sequence Device.
Observed Result
The “Networking” emulation mode setting reverts to “Do not emulate” after the sequence is closed and reopened, despite having been changed and the asset saved.
Platform(s)
Windows 11