Hi
I use it for dynamic cinematic events in my project that might also blend with things such as fading the camera in/out on death/respawn and when the camera goes out of bounds.
For those reasons, using separate fade in/out sequences means in a dynamic situation more than one could play or cause overlap (or start at different fade times in the case I want to stop one but continue on with the new fade from the fade percentage the last one was stopped at); I can setup a work-around to ensure one doesn’t play over the other and to adjust accordingly, etc, but it is simpler and much tidier to use one sequence.
I do not believe it was a bug in 4.14 as it is also noted, in the following link, by Max.Chen that in 4.15 it has been corrected so that it does not restore by default, with the option of manually controlling this with the addition of ‘Restore State’ - How can I stop a Level Sequence from resetting at the end ? - Cinematics & Media - Epic Developer Community Forums.
I chose sequences as they were the most recommended approach for fading scenes in UE4 (and the PlayerCameraManager’s fade functionality does not affect widget rendering).
I parented Level Sequence Actor as it appeared to be the main way of dynamically using sequences in 4.14 and I wanted custom functionality encapsulated in the owning Blueprint.
As sequences still seem to be a work in progress, with Sequence Components being newly added to 4.15 for early adopters, I’ll try a post-process or UI overlay approach for fading for now (if you can recommend something simpler/intended for what I desire, that would be appreciated).
I don’t have any experience with cinematic content so forgive my ignorance but I don’t understand the last part where a fade track optionally persisting would be problematic (unless you mean with the use of the new components; though, wouldn’t that be controllable functionality from the components to achieve desired results anyway?).
Thanks for the information and suggestions.