We’ve run into some unexpected behavior when combining
SetGamePause(true)
with Level Sequences.
When calling
SetGamePause(true)
while a Level Sequence is playing, the visuals pause correctly, but the tracks continue advancing.
Steps to Reproduce
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-350536 in the post.
| 0 |
| Component | UE - Audio - Sequencer |
|---|---|
| Affects Versions | 5.6 |
| Created | Oct 24, 2025 |
|---|---|
| Updated | Oct 24, 2025 |