Summary
Player reference device sequencer transforms are bugged at runtime. The transform appears to be calculated relative to origin rather than device location. Behavior in editor is ok but in session is not
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Character
Steps to Reproduce
- create a sequence
- add a player reference device to that sequence (must not be at origin)
- modify the device transform during the sequence
- preview the sequence in viewport and observe the transform
- run the sequence at runtime in a session and observe the transform is different at the points where its transform is modified by sequence e.g. if the sequence is meant to move the device 100.0 up, it will instead put the device at 100.0 above the origin
Expected Result
When a player reference deviceās transform is modified by a sequence it should be calculated at runtime with reference to the deviceās location in the world
Observed Result
When a player reference deviceās transform is modified by a sequence it is being calculated at runtime with reference to the origin
Platform(s)
Only tested on pc in editor session, private session and published island
Video
Additional Notes
In the video, the player reference device is situated on top of the wall and the sphere is at the origin.
Having same issue. Wish this got more attention. I have a temporary fix of attaching the skeleton to an invisible mesh transform
If I am understanding correctly, this also happens with Character devices, and NPC spawners, used in sequencer.
To workaround:
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Device transforms and rotations in details panel reset to 0,0,0
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To move/rotate the model of Character devices and NPC spawners, use the transform and rotation inside sequencer. It wonāt move the device itself, but the model attached to it.
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You should move them by hand because something is different between sequencer XYZ/LUF and details panel XYZ/LUF. (As seen by the character doing a 180 and moving what seems to be towards the camera.)
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Donāt try to set the device in the spot you want, then transfer those coordinates over to the sequencer, it will be additive and really skew the XYZ/LUF. The Y(Up) will work generally speaking, but the forwards and sides seem to be flipped from my experience.
Having root motion on your animations helps so you donāt have to add keyframes with regards to movement. Key your initial starting location and rotation, let the anim run, then blend from there. LUF keyed at 0,0,0 in sequencer is world origin, so if anyone reading this canāt figure out why their characters disappear in game, but are positioned properly in editor, this is why.
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FORT-1123804 has been āBackloggedā. This is an issue that is in a queue to be addressed.
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It seems like on other platforms like nintendo switch the transform is fine? need to test further though. I was messing around with the different āadditiveā and ārelativeā transform options