We use sequencers as a means to present tutorials. This requires often pausing with an event track and resuming from a tutorial blueprint once the player has completed some action. However, after upgrading to 4.23, we noticed that the logic we used to play our sequences caused a noticeable skip forward in the sequencer time. After a bit of testing, we now believe that pausing a sequencer component will pause all audio and visuals bound to the sequence as expected, however the timer that is keeping track of the sequencer’s play-time internally ignores the Pause event. Therefore, if you pause a sequence for 2 seconds, and then play it, it will resume 2 seconds later in timeline of the sequencer.
To reproduce:
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Start a blank blueprint project with maximum quality and no starter content.
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Add a level sequence from the Cinematics drop-down in the toolbar.
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Add a Fade track to the sequence. (This will help visualize the issue)
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Add a keyframe at the beginning and end of the fade track, use the value of 0.0 and 1.0 for the most obvious example.
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Select the level sequence actor in the World Outliner and turn on Auto Play.
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Open the level blueprint, and add a reference node for the level sequence actor.
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On begin play, delay 2 second, pause the level sequence, delay 2 second, play the level sequence.
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On tick, get the current time of the level sequence component, convert to string, and print to screen.
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Play in editor, and observe the fade track and the print-string log.
RESULT:
Note that the after the fade pauses and the sequence resumes, there’s a noticeable jump forward in the state of the fade track. In addition, the print-string log of the sequence time shows a gap in the sequencer time.
EXPECTED:
The play node should resume the sequencer from the time-stamp at which it was paused, and no time-skip should appear to the player.
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