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?

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

Here’s my level BP and matinee:

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.

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?

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

Yes, that’s ticked too.

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.

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

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.

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

Thank you for all your effort.

Here’s zipped files.link text

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.

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

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

That worked great. Thank you.

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

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.

can anybody help me?