I have a day-night cycle that in 5.5 that I have it blueprinted to trigger in the Event Begin Play. I have it Get Actor of Class of the BP_DayNightCycle and tell it with the Stop node to stop the timeline from playing. I have input keys to allow the player to manually start and stop/reverse the timeline.
However, when we migrated over to 5.6, the Stop node doesn’t seem to work anymore in the Event Being Play. If I move it to Event Tick, then it works, but then my inputs don’t work to allow the player to play/stop the day night cycle. I think that’s because its constantly ticking that Stop node.
I have no idea why it doesn’t work in the Event Begin Play though. Did something change between 5.5 and 5.6? Or does anyone have any ideas what is going on?
The only ‘Stop’ nodes I’m familiar with are for animation and audio. I could be mistaken, but is yours actually a function or custom event? If so, it may have a modified name or other alteration as a result of the migration. Try searching your project for the term ‘Stop’. See below:
Thanks for the suggestion! I tried hunting it down that way but still couldn’t figure out what was happening.
I ended up fixing it in DayNightCycle code by plugging into the Stop pin of the Timeline node instead of the Play. This didn’t work in previous versions for me, but this time it did! Now when the level loads it doesn’t auto-play and the player can move forward and back time as they wish.