I am troubleshooting an issue where the BP works fine in the gameplay node but does not work when called inside the Sequencer using an Event>Repeater Trigger. I have figured out it has something to do with the Timeline node used in the BP, which is not updating. I can see that the event is getting triggered, but the Timeline is not updating it. Here is the image when the BP custom event is called from the sequencer, and we can see it is not going beyond the Timeline node.
Thanks for looking into it but its the same issue. The Timeline update is not happening. Which Timeline track you added? I am adding the float track as shown in the image below. In my case the Set Relative Rotation looks different so I had to add Make Rotator node.
I also see that you are not using “Call In Editor” on the Event keyframe in the sequencer.
Did you add the sequencer into the level and turn on auto play for tests? Check that the sequencer is running correctly in game.
I am using a float track in the editor turning from 0 to 90 and back to 0
I do have call in editor marked on my function, it is in the screenshot
Ok so I think I know what you are getting at now. While using the sequencer playback (not in game) the event fires => goes up to the time => then dies.
This might be a limitation of the timeline. Maybe a custom lerp function could do the same work.
Yes i added the sequencer into the level and from the Details enabled “Auto Play”, i also think its a limitation of timeline. I will now investigate Lerp usage, thanks for for the help