UMG Animation trigged by event in Sequencer playing twice on render UE 4.12 p5

I’m not sure if this is a bug or if I’m just doing it wrong.

Overview

I’m trying to create overlay graphics, in this case a lower third super bar, in UMG for use in sequencer. I’m calling the animation once in a sequencer event track. When I play it back in the editor, it plays once. When I render the level sequence it plays twice.

Detail

As a start I have widget with a simple boarder and child text widget that has an on animation and an off animation, both only a half second long.

In the level blueprint I create the super bar widget, save it as a variable, and play the off animation on creation. I also have events that play the on and off animations.The play animation function is always called with Num Loops to Play set to 1.

In the level sequence editor, I have a single event track. I have two keyframes per super bar. One triggers the animate on event. The other, 100~ frames latter, calls the animate off event. 25~ frames latter (I’m in PAL land, so that is a second) different events are trigged for different widget animations.

When I play the game (the level blueprint plays the level sequence immediately after creating the widgets and setting them to the viewport) with the level blueprint open I can clearly see that the event is called once, triggering the onScreen animation. The widget then stays in position until the offScreen animation is played. It is then off screen forever, while other widget animations are played.

When I instead render the level sequence from Sequencer (png, 25 fps, 1080p, show hud, cinematic mode), the resulting animation plays the onScreen animation twice, after a slight delay (about 1 second): the first super onScreen animation plays once, the widget sits in place for about a second, then disappears off screen as the animation is played again. It then sits there for another two seconds before the offScreen animation is played. This happens for all animations that I call as an event.

I’m running UE 4.12 Preview 5

Thanks for the assistance.

EDIT: Blueprint screenshots

Hi ara,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • What steps can I take to reproduce this on my end?
  • Do you have screenshots of your UMG and sequencer setups that I can take a look at?

Thanks for replying so quickly. I’ve just tested it for the third time, second on a blank project, and gotten the same results.

Here is what I did:

  1. New project, no starter content, desktop, high detail.
  2. Add master sequence. Number of shots: 1.
  3. Set to 25 fps
  4. Lengthen shots track to 200 frames.
  5. Add camera movement keyframes to frames 0 and 200, using auto key.
  6. Go back to master sequence
  7. Create new widget blueprint called testSuper
  8. Add border as child of Canvas Panel, and text as chiled of border. Change boarder brush colour. Anchor to bottom left as per original screenshot.
  9. Add animation called anim
  10. with auto key on:
    - Move off screen at 0s
    - Move on screen at 0.5s
  11. compile and save
  12. In level blueprint, create as per new screenshot

  1. Create Events track on SequenceMaster
  2. Add keyframe to events track at frame 25 and frame 150
  3. Set keyframe at frame 25 to EventPlayAnim, and keyframe at frame 150 to EventReverseAnim
  4. Save all
  5. Play
  6. Hit render button in Sequencer and render as per screenshot.

92681-testlevelsequence.jpg

On play, with this test screen. It animates on as expected, but disappears instead of animating off.

The rendered image sequence shows the animation playing twice. It animates on immediately, instead of waiting a second, and then dispears and replace the animation. It does not play the animation in reverse, however.

The second time I tested it, I did it on a different PC, on a new project, but with starter content. I had similar results. I had one additional issue where it would not play the full sequence when played through the editor. Instead it would only play the first 4 seconds (I had lengthened it to 8). The issue in question did persist, however.

Happy to uploade my test projects somewhere, as well.

Hi ara,

I was able to reproduce this on my end and have entered a bug report, UE-31494, to be assessed by the development staff.

I found that adding a ‘do once’ node after the event worked as a temporary work around - obviously not good if you are firing the same event twice from the timeline, but fine for one offs.

This still appears to be a problem. And “Do Once” mitigates it.

Many more years later… In the topmost blueprint, I noticed you have Play loops set to “1”. But this is 0 based, so in order to play the loop once, you have to set that to 0.
I tried the “Do Once” approach, but it was still getting played twice. Once I set that to 0, it played once, and I was also able to remove the “Do Once” workaround as it’s no longer needed.