I want to load a new sub level in the main level. The sub level is loaded using collision objects, and there is a Sequencer in the sub level that controls the movement of several objects. However, when I load the level through the blueprint, the Sequencer does not control the movement of objects, as if it has no effect. However, when I set this sub level to Always Loaded, the Sequencer can function normally
This is the blueprint for level loading:
I’m not entirely certain if I fully understand your point, but I do have a question and a suggestion for you. Have you considered or why not try using “Level Streaming Volume” to load your sublevels? It provides a seamless solution without the need for any blueprint events, and in most cases, it works flawlessly. I have utilized Streaming Level Volumes in previous projects, and any blueprint actions required within those sublevels consistently performed as expected.
However, if I were to take a guess, I would suggest using an “Is Valid” node to check the validity of the sequencer or its requirements. Additionally, I recommend double-checking if there are any events or functions properly calling the sequencer after the level has been loaded.
If thats not what you want, could you provide more detail?
Thank you for your answer. I did solve my problem by using ‘Level Streaming Volume’ to load my level, but I also found the reason why there was no object animation when using blueprints to load levels before: I did not place ‘Level Sequence’ in sub levels, so there was no animation when using blueprints to load levels ,But I used the default loading method to load sub levels without placing ‘Level Sequence’, even though there was no ‘Level Sequence’ in the level, there were still object animations, which made me very confused
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