When you spawn a ALevelSequenceActor per code, it will not be recognized as active LevelSequence.
Hey ,
Can you give me an example of what you are doing with your code?
Thanks.
Kyle,
I’m just spawning, the actor is placed in the world and visible in the outliner.
ALevelSequenceActor* sequence_actor = world->SpawnActor<ALevelSequenceActor>();
ULevelSequence* sequence = NewObject<ULevelSequence>(sequence_actor, TEXT("LevelSequence"));
sequence_actor->SetSequence(sequence);
Is your issue this message?
When I spawn ALevelSequenceActor, I want the sequencer to recognize and use it. Currently sequencer ignores it.
And yes, this message shows up, despite I have a valid ALevelSequenceActor created.
You will need to create a ULevelSequence as an Asset in the Content Browser and then open that to get into the Sequencer window.
Here is a tutorial of the workflow:
https://docs.unrealengine.com/latest/INT/Engine/Sequencer/Overview/
Thank you for submitting a bug report, however at this time we believe that the issue you are describing is not actually a bug with the Unreal Engine, and so we are not able to take any further action on this. If you still believe this may be a bug, please provide steps for us to reproduce the issue, and we will continue our investigation.
Kyle, ok.
Then the problem was, we can’t just create an empty ULevelSequence as shown above, instead we need to create an asset per code. (We don’t want any user interaction or blueprints involved) . Thank you for helping.