I got you. But yes, they do move back in Game Mode without fail. But once I hit render, they do not understand moving back or stopping anymore.
I guess this is where my confusion comes from. It works in editor and in Game Mode. Why doesn’t it work for export?
1 Like
Try the following Offset value order:
- 0
- 100
- -100
- 0
Use positive values to move the meshes away and negative values to move them back to the center.
Editor makes sense because you are using the Construction Script. Play Mode doesn’t make sense
.
OK, so this is funky. Using your values, this is what I get:
So things do come back, but they obviously don’t adhere to the actual animation keyframes.
1 Like

Just tweak your values now 
It is using your Offset value. But using it in play mode will give you a different result.
The propper way would be to animate the mesh locations directly or use SetRelativeLocation.
Yeah, so my hope was that there was a way in which I could preview and finetune the animation using Construction Script and then just tick the Export Animation option to get things to export via the Movie Render Queue. The way this works now, I would have to animate ‘twice’, i.e. with completely different values for the export. Hmm…
Also, the problem with “SetRelativeLocation” is that it also overrides the rotation I already set prior. So the nice circular distribution is removed, which is kind of the main reason for the entire setup.
To avoid the math you could call SetRelativeLocation and set it to 0 before you apply the offset.
85% sure this will solve your problem 
SetRelativeLocation has only an affect on the relative location, not the rotation.
I know, in theory that’s how it should work. But in my case this happens…
That’s how the Event Graph looks like right now:
1 Like
Hi Ramon, you were of course right 
By adding the “Set Relative Location” node in the Event Graph prior to adding the initial offset and then the animated offset, I avoid the strange “flying off into space” animation when exporting via the Movie Render Queue.
Here’s my setup for the Construction Script part of the BP actor (note that I now created a private variable for “Initial Offset”):
I then changed the Event Script part as follows:
By doing this then, I can animate with keyframes in Sequencer, using Construction Script to get things right and then tick the “Export Animation” option, whereupon the animation renders out exactly as it should:
You can’t imagine how long I’ve been trying to fix this problem
So thanks a million for helping me solve this mystery!!!
2 Likes