Any active events fire at frame 0 when the sequence loops
1. Create a new sequence and add it to your level
2. Inside the sequence, create an event around the middle
3. In 4.11, name it in the details pane. In 4.12, right click and name it under properties
4. Select the sequence in your level
5. Set it to loop indefinitely (-1 in 4.12) and to Auto Play
6. In the level Blueprint, create a custom event and name it the same as your Sequence event
7. Hook it up to a print string
8. PIE
Result: The event will fire at the expected times, but the event will also fire at the start of the sequence loop.
Expected: Doesn't fire at loop
Also see attached project
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
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FBXモデルをインポートした際透けた状態でインポートされてしまいます。
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-28841 in the post.
0 |
Component | UE - Anim - Sequencer |
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Affects Versions | 4.11, 4.12 |
Target Fix | 4.12 |
Fix Commit | 2904158 |
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Main Commit | 2945551 |
Created | Mar 28, 2016 |
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Resolved | Apr 11, 2016 |
Updated | Apr 27, 2018 |