I have added into the Question/Bug report tags as I’m honestly unsure on if this is intended or a bug.
I have been making a new experience and thought i would use the sequencer to rotate some objects. This sounds easy and for the most part within the cinematic sequence it is.
The issue is when playing the sequence. If i rotate an object starting at rotation 0.0 and going to rotation 360.0 it does indeed rotate to that degree. Now if i enable looping it never loops the sequence and does indeed stop visually.
I believe this could partly be due to the rotation of the object being changed to the now rotation of Original rotation + new rotation = new rotation. I don’t think the original rotation is ever updated within the sequence so then the loop sequence cannot rotate due to it already being at 360.0.
As i said i am unsure if this is a bug or intended behavior and the only way currently i can fix this is to either do it in verse code by Await() the stop event and then Play() this also could be done with trigger i assume but again is this the intended behavior ?
Could someone just clarify for me as im scratching my head.
One important aspect is changing the keyframe types to ‘Linear’ (as opposed to ‘Auto’ so it does not slow to a stop between loops) - But it sounds like that’s not your problem.
Maybe you’ll spot something different about your setup.
The only thing I can think of to prevent that ‘pop’ is to make sure your keyframes are exact. (Example rotation is exactly 0 at 0 seconds and 360 exactly on the last frame of animation (5 seconds in my example))
Also maybe the mesh should be at 0,0,0 rotation in the world? (you can bake rotation with modeling tools if it is your mesh)
There’s also a more intense verse based route to rotate things if sequencer wont work.
I tried to replicate the issue of not rotating and i cnt seem to get it to work the only other thing diff i did was change it to a bpp and set it to movable.
Either way it seems to have sorted it and your help sure did have a part to play so ty for that