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Can't trigger events in matinee

Hello

I needed to trigger physics in cutscene and here's what i did:

1.added new group in matinee 2.added my static mesh (movable with box collision) to group 3.added event track to group 4.added keyframe to event track and named it phys 5.in level blueprint added matinee controller 6.added my mesh 7.connected my mesh to to "set simulate physics" target 8.connected matinee controller (phys) to "set simulate physics" 9.compiled and played matinee = physics are not activated

I wonder what step I'm missing?

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asked Oct 02 '14 at 10:34 AM in Using UE4

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DaveBerg
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avatar image Jacky Oct 02 '14 at 02:34 PM

Can you post the blueprint setup please? It sounds like you missed to connect the event output of the event track to simulate physics, but i'm not sure.

avatar image DaveBerg Oct 02 '14 at 02:51 PM

Thank you for taking the time to reply my question Jacky.

Here's my level BP and matinee:alt text

levelbp[1].jpg (259.6 kB)
avatar image Jacky Oct 02 '14 at 03:04 PM

Hmm, weird. Your setup is correct and I just tested with a sphere mesh and it works. Did you change any of the chair's properties in the level?

avatar image DaveBerg Oct 02 '14 at 03:10 PM

Nope.. I tried it (simulate physics on/off) but no avail. db

avatar image Jacky Oct 02 '14 at 03:12 PM

Ok, what about your Matinee actor? Is it set to play at level start?

avatar image DaveBerg Oct 02 '14 at 03:14 PM

Yes, that's ticked too.

avatar image Jacky Oct 02 '14 at 03:22 PM

I got it. It doesnt work at frame 0 for whatever reason. I was trying at the 5th second and it worked, and now i also tried at 0.5 second and it works fine again, but 0 doesnt register. Now, set the Snap Setting of the matinee to 0.01 and move the event keyframe o 0.01 second and it will work.

avatar image DaveBerg Oct 02 '14 at 03:53 PM

Sadly even that doesn't seem to work on my level.

I made a new test level to try from beginning and did everything as before but this time there was an blueprint compile error and eventually a crash.

I can't seem to reproduce the error. And still physics are not activated.

avatar image Jacky Oct 02 '14 at 03:54 PM

Can you create a blank project, set the matinee up and then upload that project so that i can take a look please?

avatar image DaveBerg Oct 02 '14 at 04:13 PM

Thank you for all your effort.

Here's zipped files.link text

upload[1].zip (1.0 MB)
avatar image Jacky Oct 02 '14 at 04:56 PM

Well i'm stumped. The event is firing but set physics simulations isnt functioning. I'm moving this post to Bug Reports section so that Epic staff can check it out. If you dont have time i would try reinstalling the engine.

avatar image DaveBerg Oct 02 '14 at 06:29 PM

ok, Let's see if there's solution from Epic. Thanks a bunch.

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1 answer: sort voted first

Hey DaveBerg -

Set the Cube to Simulate Physics to true, but Start as Awake to false. Then in your Level Blueprint use the node Wake Rigid Body instead of Simulate Physics.

It will work with that setup

Thank You

Eric Ketchum

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answered Oct 03 '14 at 05:15 PM

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Lovecraft_K ♦♦ STAFF
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avatar image DaveBerg Oct 03 '14 at 06:48 PM

That worked great. Thank you.

avatar image Asad_kaleem Sep 04 '16 at 08:33 AM

Hey Eric Ketchum - I hope iam not late , but even with simulated physics being true and start as awake to false, it does not work. I dont understand the problem, can you help.

Thank you

Asad Kaleem

avatar image Asad_kaleem Sep 04 '16 at 08:53 AM

Although if i dont run the matinee but walk and overlaps the trigger, it works correct but With the static mesh and event track it does not work.

avatar image Asad_kaleem Sep 06 '16 at 07:51 AM

can anybody help me?

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