Level Sequence Not Paused Correctly

I’m having an issue when pausing the game during a level sequence playing. The visuals and audio all pause as expected but when the game is resumed the timeline of the sequencer did not pause so it jumps forward relevant to how long you paused the game for. Pause the game for 2 seconds and the timeline will jump forward 2 seconds when you resume, despite everything appearing paused before.

This was previously reported as a bug and supposedly resolved in 4.23, but I can confirm it’s still an issue in 5.5.4.

I have made sure the level sequence has the box unticked for “Tick when paused” so it should be pausing when the rest of the game is paused.

Has anybody else encountered this issue and found any solution?

We have an internal bug report about this and I tracked it down to using Audio as the Clock Source for Sequencer. Is that the same situation for you as well? If so, I don’t know of any workaround except to use Tick as the Clock Source (but then you would likely lose sync with audio).

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That’s the cause, thanks! A bit frustrating not being able to sync to audio but that’s the lesser of two evils when it comes to the sequence still playing while paused so I’ll take it. Thanks for your help.

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