Sequencer moves actors in the level editor instead of in-game

Thanks for the test case. I opened up the 416 project and NewMapParent. When I do so, the level sequence has red bindings. That’s expected. Can you run “Fix Actor References”? That should fix the bindings based on name matching. Once I do that if I PIE, both cubes move for me. I also opened up Cube2_Blueprint, modified it by adding a component, compiled, and then ran PIE again and both cubes still move as expected.

191700-sequencer_fixactorreferences.jpg

It’s probably better to upgrade to 4.16 if possible. I’m not certain how to get you access to the changelist.

When you play a level sequence from within a streaming level, it animates Blueprint actors in the level editor instead of in the game.

1. Create a new level.

2. Add a cube (or any other StaticMeshActor). Add another cube, and convert this one to a Blueprint Class.

3. Go to the Blueprint for the second cube, and connect a Print String node to BeginPlay. This is just to stop it from being a data-only Blueprint (the bug doesn’t affect those).

4. Create a new Level Sequence. Animate some movement for both cubes. Enable Auto Play on the LevelSequenceActor.

5. Create another level. Add the first level as a streaming level. Either load the level in Blueprint, or change streaming method to Always Loaded.

6. Play in editor.

7. Open the cube Blueprint. Move the Print String node from BeginPlay to Tick. Play in editor again.

Expected:

Both cubes should be animated in-game.

Actual:

Only the static mesh cube moves in-game. The Blueprint cube moves in the editor instead.

The sequence does play correctly when playing the level in a standalone process. The bug only happens when playing in editor, and only with Blueprint actors. It also doesn’t affect spawnables, only actors placed in the streaming level.

Hi there,

Can you test this out in 4.16? I just tried and couldn’t reproduce it. We specifically tried to address issues like this in 4.16. If you’re stuck on 4.15 and have access to sync changelist 3422817, that has the fix for this issue.

Unfortunately, 4.16 seems to make the problem worse. I can’t get sequences to work at all on this version unless they’re in the persistent level.

There’s an important thing I seem to have missed that causes the bug: Changing the actor. Modifying the Blueprint triggers the bug until you restart the editor, and right-click replacing the actor makes it permanent.

I’ve attached a zip file with two sample projects: One for 4.15, and one for 4.16. In both, NewMap behaves correctly when played-in-editor, while NewMapParent (which loads NewMap via level streaming) has bugs.link text

It does not fix it on 4.15, but it does fix 4.16. Sounds like we should either grab the fixes or upgrade to 4.16.

I do not have access to sync changelist 3422817. Where can I find it? Thank you in advance.