Sequence playback gives inconsistent results at conclusion of animation.

Summary

We have a level where objects are being moved on and off scene by a level sequence. Once the sequence concludes, objects should return to their original state. After 36.00, objects randomly seem to either disappear when they should stay, or stay when they should disappear. The cinematic devices playing these are set to “Force Restore State” in the “Finish Completion State Override” dropdown.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

Have a cinematic device play a level sequence that moves objects in the level. Set “Force Restore State” to “Finish Completion State Override.”
Play session.

Expected Result

Once playback is finished, items should return to their original state.

Observed Result

Some items return to their original transform, but some do not and results are inconsistent from each session.

Platform(s)

windows

FORT-934298 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.

Hi @ajamesmark, we are unable to reproduce this on the current version of UEFN. Are you still able to do this on a newly created island?

If yes, could you repro with and provide a video or more detailed steps so we can investigate? Thank you!

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I believe I might be encountering this same issue.

In our map Robo Bash, our robot characters, (Skeletal Mesh Props,) rely heavily on Cinematic Sequence Devices.

I just tested it, and our robots aren’t rendering.

They work during the game intro cinematic, they work intermittently during the Vs. screen, but DO NOT work during game play.

Last update to the map was May 4th, '25

https://www.fortnite.com/play/island/5322-5641-0558?lang=en-US

5322-5641-0558

I managed to get a repro of the issue.

It appears to only happen when used in combination with World Partition Streaming.

Player is initially in a world partition cell outside of the props in the cinematic sequence. Triggers are used to teleport the players into the world partition cell with the cinematic sequence props and then the cinematic sequence is played after delay:

  • 1 Tick Delay > we observe that the sequence appears to not play.
  • 2 Tick Delay > sequence plays with incorrect transforms & props remain visible after the sequence completes.
  • 1.0s Delay > sequence plays & completes correctly.

See video attached:

Private Island Code: 7093-9110-0091

Also the code used:
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }

TickTime:float = 1.0 / 30.0

cinematic_sequence_bug := class(creative_device):
    @editable
    CinematicSequence:cinematic_sequence_device = cinematic_sequence_device{}

    @editable
    Trigger1:trigger_device = trigger_device{}

    @editable
    Trigger2:trigger_device = trigger_device{}

    @editable
    Trigger3:trigger_device = trigger_device{}
    
    OnBegin<override>()<suspends>:void =
        Trigger1.TriggeredEvent.Subscribe(OnTriggeredEvent1)
        Trigger2.TriggeredEvent.Subscribe(OnTriggeredEvent2)
        Trigger3.TriggeredEvent.Subscribe(OnTriggeredEvent3)

    TeleportAndPlayCinematicAfterDelay(MaybeAgent:?agent, Delay:float)<suspends>:void =
        if:
            Player := player[MaybeAgent?]
            Character := Player.GetFortCharacter[]
            Character.TeleportTo[Self.GetTransform().Translation + vector3{Z := 200.0}, Self.GetTransform().Rotation]
        then:
            Sleep(Delay)
            CinematicSequence.Play()

    OnTriggeredEvent1(MaybeAgent:?agent):void =
        spawn{TeleportAndPlayCinematicAfterDelay(MaybeAgent, 0.0)}

    OnTriggeredEvent2(MaybeAgent:?agent):void =
        spawn{TeleportAndPlayCinematicAfterDelay(MaybeAgent, TickTime * 2)}

    OnTriggeredEvent3(MaybeAgent:?agent):void =
        spawn{TeleportAndPlayCinematicAfterDelay(MaybeAgent, 1.0)}

Thank you! The team is digging in. :slight_smile:

1 Like