I’m trying to build a game with clickible options to when clicking an option you get a different sequence but I can’t figure out how to make the other sequence load. My theory is that I somehow have to unload the previus sequence and load the new one but I don’t new how, sense this is not working…
Hello @Mr_Sahlin ,
I’m not sure if I completely understood your issue. Do you want to have, for example, 4 Sequencers and choose one randomly each time the button is pressed?
If not, you could set up something like the following to play each Sequencer once and disable the button while the Sequencer is playing. Then, once the playback is finished, re-enable it.
Also, in your BP_Character, you’ll need to create the widget and enable mouse interaction. If you want the player to interact only with the UI, make sure to use the Set Input Mode UI Only node.
I’ve been trying all day to set up so I can go from an sequence to widget blueprint and then back to an sequence but I’m struggeling hard haha
On the onFinishedEvent what do you put in that event to make everything work, or can it be empty?
I’ll try this, thank you very much
I’m as a said really new so it might be obivius but I tried this on my BP widget
I have my event triggering what’s in your BP_thirdpersoncharacter so that it won’t loop and goes on witout input (exept BP widget) and it works but sort of leaves a bit of BP widget after activasion on the screen and than goes back to the BP widget. I don’t really get why
Hello again @Mr_Sahlin .
No worries about being new, we’ve all been there at some point. The best way to learn is by asking questions and trying new things.
The On Finished event only executes when the Sequencer finishes playing, so it’s a good place to put any logic you want to run after the sequence has finished. In this case, I use it to re-enable the button.
I think I’m starting to understand a bit better what you’re trying to do. Something like this could work to remove the widget, disable the mouse cursor, and restore the game mode when the Sequencer finishes or when you press the button.
If that’s not exactly what you’re looking for, could you show an example or explain in a bit more detail what you’re trying to achieve?
I’m glad it helped!
No problem, feel free to ask any questions.
Regarding your first question, if you drag from the Button reference and search for the Set Is Enabled node, it will appear.
As for your second question, “Can this be empty?”, technically yes, it can be empty, but in that case nothing will happen when the Level Sequencer finishes.
The purpose of the Custom Event is to receive the On Finished event. When the Level Sequencer finishes playing, that Custom Event is automatically executed, and from there, it runs all the logic that should happen next.
If the Custom Event is empty, the Sequencer will finish normally, but no actions will be executed afterward. In the example above, I use it to re-enable the button, restore the game’s input mode, show the mouse cursor again, and close the widget. In general, any logic you want to happen once the sequence has finished should go inside that Custom Event.
If you want to better understand how it works, you can also press F9 to place a breakpoint and watch the execution step by step.
And if you have any other questions, don’t hesitate to ask again on the forums.
Happy developing!









