Player Collision ignored by Cinematic Sequence Device driven Animation

Reference ID

f8b707a9-42a1-c6dc-2d14-21986e76ff1c

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Summary

The player collision gets ignored by Cinematic Sequencer driven Object Animation during Player movement.

Steps to Reproduce

  • create a cube
  • open the cinematics : Sequencer
  • pull the Cube from the outliner into the Sequencer
  • in Sequencer add Transforms
  • in Sequencer animate the cube from A to B from frame f000 to f150. dont make the path too short.
  • from Content Browser : create Cinematic Sequence Device
  • connect Cinematic Sequence Device and the previously connected Sequence
  • turn on Cinematic sequence Device : Loop Playback and Auto Play
  • start your Map
  • exit Edit mode and enter Game Mode
  • move your player onto the path of the animated cube as such, that your player can rest without movement 2-3 seconds before the cube collides with it
  • Do NOT move your player before the collision with the cube
    = NOK the cube animation moves through the player model. there is no collision
  • this time run directly towards the cube while it moves. its important that the player movement is continous.
    = OK Player collides with cube.

Expected Result

When the Player does not move, he should still collide with Cinematic Sequence Device animation driven Objects.

Observed Result

Player collisions gets ignored when player does not move or does not stand on sequencer animated geometry.
Player collsiion gets only taken into account, when player moves before and during collision or when player stands directly on the sequencer animated geometry

Platform(s)

windows

Additional Notes

fixing this bug would make UEFN more accessable for non coding users. i recommened to fix it with high priority
OR adding a new option if this is performance heavy.