Hello. I have a level with multiple Level Sequences which I use to control various camera animations. I’ve created a BlueprintLibrary to contain the camera functions, there’s a play, a play reverse, a GotoStart and a GotoEnd function. (The PlayReverse blueprint is pictured below.)
Opening a menu will play a sequence and move the camera to a new location.
When I exit that menu, I play that level sequence in reverse to return the camera to the ‘home’ position, however this will cause a crash in built versions of the game.
If I press F5 in VS to attach the debugger to the engine, when the sequence has finished, I’ll get an exception and VS will highlight line 1172 of MovieSceneSequencePlayer.cpp.
Pressing continue will continue on, but this level sequence will not play in either direction again until the game is restarted. (The same thing happens if I open the UProject, only without the VS debugging.)
I’ve tried limiting the start/end positions using a Set Play Range node, I’ve tried adding blank fames to the start/end of the sequence, nothing has fixed this crash.
Can anyone think of what I’m doing wrong?
Here’s a copy of my blueprint (Its a function in a blueprint library that I call to play a sequence. Playing forwards always works, play reverse always fails):
Ok, so I didn’t fix the issue, but I tried reusing a single LevelSequenceActor placed in the scene, and making reversed copies of Level Sequences instead of trying to play them in reverse. I also removed the Blueprint Library and used local copies of the ‘Play’ function in case that was the issue.
Now it seems to cause an assertion failed error when it’s called with a new Sequence. (The sequence attached to the LevelSequenceActor in the scene will work fine, but new sequences will immediately cause the following assertion failed crash.
This sounds similar to an issue that was patched in 5.4.2. For that particular issue, we had a bug report about subframe duration sequences not looping and it would hit this assert. What version are you using?
Thank you for replying. We appear to be using 5.4.2.
I was never able to fix this issue and resorted to creating a new Level Sequence Actor for each Sequence I wanted to play, then cleaning up all the Level Sequence Actors whenever the menu screen changes to prevent the build-up of loose actors.