Level Sequencer "Go to End and Stop" node screws up player movement/level collision

Trying to do a save load system where the effects of a cutscene are loaded in from the save by just calling the play node off of the level sequence and doing “go to end and stop”. However, this causes really strange interaction between my player and my level geometry. My player can be teleported to another part of the room by being flung.

I’m very confused what’s causing this as I enable the collision overlay and it shows all the collisions as being fine. What makes this even weirder is I don’t have this problem when I just “play” the cutscene. It only ends when i do the go to end and stop node. And yes it also happens if i do play and immediatley afterwards call “go to end and stop”.

Please help, this is doing my head in

I have ran into this same issue. Have you managed to fix it? Or happen to have found a work around?

Nope, just gave up. I expect it’s not just a level sequencer issue though and has something to do with the CameraManager as well because I was doing heavy modifications of that as well.

In case anyone is finding this, we know why this happens. When scrubbing level sequence at editor time, primitives (i.e. static meshes) are getting their component velocity set based on position delta / delta time. This data gets stuck on the instances and you can get actors that forever think they are moving very fast. If you jump off of these meshes, your character will inherit the “base velocity” of something it thinks is moving very fast, causing the player to appear to teleport. They are actually just being launched very quickly.

These underlying component velocities persist from editor time, and you can even copy the actor to get a second mesh with the same issue. You can identify this with an editor utility to show the Component Velocity of the primitive components of the selected actor(s).

We had a programmer in our studio make an engine change to disallow level sequences from setting component velocity in the editor world. But you may also get these insanely large velocities just from jumping to the end of sequence (large location delta over short time). In a previous project, we jumped and scrubbed to the end. The actual fix depends on the project, but at least maybe now you know where to look.

An issue we’re facing now is that primitives moved on BeginPlay will appear at the new location and even show collision at the new location, but will not respond to collisions. No solution yet, but level sequences are pain.