SetSequence method infinitely duplicates Spawnable actors in Sequencer by preventing their removal

When I try to set different Level Sequences to play for Level Sequence Actor through blueprints, Spawnable actors don’t removed from the level and infinitely multiply themselves.

Steps to reproduce:

  1. Create a new project using “Blank” template
  2. Create a new Level Sequence and add Directional Light (named “Light Source”) from the level to possess.
  3. Convert DirectionalLight to Spawnable
  4. Save edited Sequence and drag it to viewport to add Level Sequence to the level
  5. Open level blueprint, use following code in level blueprint and bind it to any hotkey:
LevelSequenceActor -> SequencePlayer -> Stop
LevelSequenceActor -> SetSequence ( MySequence1 )
LevelSequenceActor -> SequencePlayer -> Play

Play project and quickly press assigned hotkey multiple times to spawn several DirectionalLight actors on scene. You will see the effect of multiple DirectonalLights on screen. Two chairs and table will become brighter and brighter. Alternatively look at World Outliner for temporary objects.

I think it’s a bug and it affects both UE 4.12.5 and UE 4.13 preview 3 versions.

Does anyone know how to prevent this?

Log file with Sequencer error:

[Sequencer-Spawnable-Bug-Log-1.txt][2]

Hey PrivetDime,

I was able to reproduce this and have entered UE-35320.

Can you tell me what exactly you’re trying to do? I might be able to help with a workaround or alternate method if I know what the end result is supposed to be.

I’m working on a complex project that has a lot of cutscenes with gameplay QTE’s. I need to switch between them by tree of the storyline in different moments depending on player actions. Not only when “A sequence is ended → play B sequence”.

Our team decided to use Spawnable actors to maintain complexity of each cutscene (on the average we use 20 cameras and 15 additional light sources per sequence, and have over 150 sequences/cutscenes just for demo version of the game). But we faced a lot of troubles with Spawnables in cases when their lifetime lies in entire sequence.

Temporary I tried to add all sequences in the level as separate Level Sequence Actors, and work with them directly to exclude SetSequence method usage. But unfortunately other bugs appears.

Also some of cutscenes was incorrectly made by our artists and animators. So I tried to cut some buggy areas of single Sequence inside the Master Sequence. And this also multiplies Spawnable objects, without any code/blueprint programming.

Right now I don’t know how to play different sequences in different moments of time without giving up the use of Spawnables.

But I have only one question. This issue is now marked as fixed. Does it mean that I already can use it from the last version of UE4 source code from GitHub?

Thank you @.W

Ok, the part that caught my eye was your 4th paragraph about Sub-Sequences within a Master sequence spawning multiple objects. Can you track down a repro for that by chance? (Please post in a new AH thread for clarity, it’ll be assigned to me)

Concerning UE-35320, it looks like the fix is still in a sub-stream that isn’t accessible to github, but will merge over to the 4.13 stream after release as the fix is slated for 4.13.1.

I need some time to reproduce Sub-Sequences issue in clean&easy step-by-step way. It’s somewhat harder to visualise it, and there is a chance that 4.13+ is not involved. But I’ll try to do that later.

Thanks again for your help, @.W

No problem, thanks.