It seems that creating a repeatable activate/unload/re-activate flow for a single data layer isn’t working properly.
I’ve created an Activate and an Unload Level Sequence to manage showing/hiding a specific data layer.
The initial display works fine (in both cases where the Data Layer’s Initial Runtime State is either Unloaded or Loaded), as does the Unload, but the subsequent playing/triggering of the same Activate Level Sequence does not work for the second and beyond triggers.
On the second trigger, the assets are visible for a few frames then disappear. Any subsequent combo of unloading and retriggering and they never appear again.
I’ve provided 60 frames of pre-roll time for the activate call, tried adding unload, load and activate within the same sequence, and tried various combos of the Desired and Preroll state in the track’s properties, but the behavior for the 2nd+ activation remains the same.
Is this a supported flow or is there a different way i should be approaching it?
Steps to Reproduce
Create a new data layer that is configured for Runtime, with an Initial Runtime State of Unloaded
Assign assets to the the new data layer and verify they are displayed/hidden when changing the visibility of the newly created Data Layer
Create a Level Sequence (and linked Cinematic Device) to Activate the Data Layer. It should contain 2 tracks, each configured to reference the Data Layer, that Load and Activate the linked data layer (also tried just Activate). It should have sufficient pre-roll frames (default of 60). For the Activate track, set the ‘When Finished’ parameter to Keep State and the pre roll state to Loaded and the Desired State to Activated
Create a Level Sequence (and linked Cinematic Device) to Unload the Data Layer
Create two buttons, setup to Play each of the cinematic devices
Interact with the Activate button and observe the assets are correctly loaded
Once the sequence playback has completed, Interact with the Unload button and observe the assets are hidden/unloaded
Interact with the Activate button again and observe the assets are displayed for a few frames, then instantly disappear
Interact with the Unload and then Activate buttons and notice the assets never appear again
Expected Result
Creators should be able to repeatedly load/activate/unload/re-load data layers.
Observed Result
The second onwards activation does not work. The second activation will display the layer for a few frames, then it disappears. The third, onwards activations, the data layer assets never appear
Platform(s)
PC, PS4
Island Code
7055-3740-3746
Additional Notes
Happy to provide more feedback or a sample project.
SayRunOsiris in the official UEFN Creator discord if you’d like to get in touch
Not sure if this will fix your situation, but if you right-click the transform in the sequencer you’ll see Edit Properties. Here, I put Keep State for everything. So after the sequence ends, the data layer stays. However, for some reason my game hitches for a sec but then works fine once data layers are updated.
I have experienced the same issue. Attempted to work around with a variety of methods to no avail. This seems like a bug with the editor and not user error.
Reproduction steps match the ones by @SayRunOsiris - a fix would be great!
Just wondering if there has been any fix for this or updates? I was just about to start working on something that would require loading and unloading of data layers on a continuous basis but don’t want to start if it’s still a known bug.
So I can confirm that this issue only happens with Fortnite assets. The second time you try to activate the layer, the assets load in, then instantly or shortly unload.
Making a game that has a destructible environment that resets every 10 minutes, most of the time, the buildings and props will appear for a second, then disappear.