Tag the Level Sequencer as experimental!

Hello,

this “feature” is so extremely bugged, it’s useless! Duplicate an asset - it does not duplicate the events. Delete a tag of an actor and start the game - crash (until restart of the editor). Delete an actor with a tag - tag is still present when using FindBindingsByTag and undeleteable. Not to mention all the crashes I had with spawnable actors and changes that happen when restarting the edtior, that simply have not been saved.

Because it is not possible to work with the level sequencer, because it’s absolutely not reliable I have to write my own animator class for materials and transforms. That wouldn’t be so annoying if Epic simply would have said that the level sequencer is an experimental feature, thus I can not rely on it that it works and it’s absolutely not production ready. Of course it would be somewhat of a shame that there is no production ready tool for (material-, transform-, …) animations in the Unreal Engine, because it’s a big part of a game, but that is the fact.

In my opinion only a complete rewrite of the level sequencer or something similar could solve the problems with it. Until there is should be tagged as experimental.

Thilo

These are bugs with specific features. Like every other system. Chill out… I’m using Sequencer for years and it’s mostly just fine, also with lot of Spawnables. A lot of games have been shipped with it, it’s totally production-ready :wink:

Although these bugs with event tracks are quite annoying and it should receive a bit of love…

BTW, “experimental” label in UE4 means a feature that’s so early that API constantly changes, there might many breaking changes with the next release. And usually, there’s no documentation provided. And it’s just label, changing a label for system because you find many issues with won’t change anything in the feature development :wink:

Simply, report every bug you have - with a proper repo. If the issue can’t be found in public issue database (although it doesn’t mean it wasn’t reported and added to db).

I don’t understand how people can work with it. Maybe they are just using the basic features of the level sequencer, not features like rebinding actors, spawnable actors and so on. It is like I said: There are not one or two bugs where easily a workaround can be found for, but bugs that are irreparable unless I create the whole level sequence again from the beginning. I just switched, because the spawnable actors always lead to crashes, to spawning them by myself and binding them to tagged actors in the level sequence, but that’s not better as I also experience much irreparable bugs and crashes with this way.
Maybe it’s because the level sequencer is mainly made for actors that already exist in the level, not for actors which spawn when or while the level sequence is playing.
I used much features of the Unreal Engine and never - even with the Beta of Niagara - experienced so much and so annoying bugs. This is what me leads to the conclusion that the level sequencer can’t even be tagged as a Beta, it’s at least an Alpha version.

Don’t know what to say, I’m using spawnables all time. Actually, I’m usually seen this how it’s used in projects I’m involved. It’s not like it’s “100% crash when using spawnables for everybody using UE4”.

If these crashes are easy to reproduce

  • get debugging symbols from the launcher, so you’ll get a nice callstack in crash reporter
  • prepare this callstack with repro (minimal project with assets might be needed)

And you can try push it in the way you like the most

  • reporting issue officially :wink:
  • asking for help on these forums, on Reddit or Unreal Slackers

I just tried it again. After 5 minutes I found a new bug. I name it Bug No. 37261:

  • Setting AutoDestroyWhenFinished to true destroys the level sequence actor even before it has began playing

You may say that this is no problem because I just can bind on the OnFinished-event of the level sequence player and destroy the actor then, but - oh! - it has no parameter for the player and also no parameter for the actor so I don’t know which actor has finished playing!

Edit: Nevermind. There is no such useful function as AutoDestroyWhenFinished for a level sequence actor. It will just stay there and eat performance (while it does nothing). And if I play a new level sequence, there will just be a new actor which stays forever and eats performance. After 10-15 times playing an animation I am at 10 fps.
But you may think: Okay, but at least they become garbage collected. No! They never become garbage collected. Without any reference having to them, they just stay there forever and never get destroyed.

New bug: LevelSequencePlayer->GetDuration always returns 0.0f, not the duration of the sequence.

New bug: LevelSequencePlayer->SetFrameRate has no effect on the frame rate.