Level Sequence "Play" nodes ignore the frame-time that the component was paused

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:

  1. Start a blank blueprint project with maximum quality and no starter content.

  2. Add a level sequence from the Cinematics drop-down in the toolbar.

  3. Add a Fade track to the sequence. (This will help visualize the issue)

  4. 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.

  5. Select the level sequence actor in the World Outliner and turn on Auto Play.

  6. Open the level blueprint, and add a reference node for the level sequence actor.

  7. On begin play, delay 2 second, pause the level sequence, delay 2 second, play the level sequence.

  8. On tick, get the current time of the level sequence component, convert to string, and print to screen.

  9. 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.

[link text][3]

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This was fixed and awaiting the 4.23.1 hotfix to be released. Can you upgrade to that version when it comes out?

Here’s the details for that issue:

https://issues.unrealengine.com/issue/UE-80250