Play Matinee at Start Issue

I’m having trouble getting Matinee to play an animation sequence at start. I’ve seen a few posts on here that say you just need to wire a Begin Play command into your Play function and you should be good. Either I’m missing something super simple or something has changed from Rocket → UE4.

Here’s my Level Blueprint.

2595-blueprint.png

Whenever I try and preview this in action either using the Play button in the editor or packaging for OSX the matinee doesn’t get triggered. The desired effect would be:

  • On play, play the matinee sequence
  • After sequence, spawn the player

Any advice on what I’m missing? Thanks!

Have you tried enabling Play on Level Start in the Details panel of the Matinee actor? Both that and this level blueprint solution work for me.

Make sure it’s in level blueprint and the matinee data along with whatever is animated is in the scene, event begin play should work.
Troubleshooting you could attach a print node to the event being play to make sure it’s actually being fired, if not then could be something to do with your matinee data, you could toggle cinematic mode too if it’s with cameras.

If still stuck, try a new scene with the same data, and then create a new one.

It has worked fine my end, haven’t found any bugs thus far and I have been using it extensively.

Yes, I did find that setting later. It still doesn’t work for me.

Thanks for the suggestion. The event is firing via print method you recommended. It seems something is wrong with my Matinee data. Strangely, I keep seeing two camera actors even after deleting one. I might just remake the whole animation.

What is your Matinee supposed to do? Is it a camera animation, and if so have you set a Director Track?

I created a new scene with a simple camera fly forward. Wired it the same way and still get no animation. I must be missing something else. Can anyone show me their Matinee setup. Maybe I’m missing something simple. Its been a while since I made a matinee sequence in UE3 and I haven’t seen a tutorial for UE4 yet.

Make sure for a camera you use director group that has your camera keyframed. And then a camera movement track for your camera.

Heres mine, along with the level blueprint to play it.

If you have tried it on multiple computers it would more than likely suggest user errors, the only thing I can suggest if it’s that important is go through step by step in detail of what you are doing, or easier, create a video showing it.
Can let you know where you are going wrong in that case, if at all :slight_smile:

Ok, so I tried replicating the issue at home (work is mac, home pc) and have the same issue. I’m almost positive I’m making an idiot mistake but here is my matinee. Does something obvious look off?

The problem is your Director track it seems. Clear the keys, get to frame 0.00 and hit enter, pick your camera and then hit OK. You don’t need another key at the end of the sequence.

That was it. Thanks for everyone’s help.

Seems I was just a bit rusty on Matinee and didn’t have my Director track set correctly. Thanks for everyone’s help!

Hi,

@CraigItsFriday : Did you manage to spawn the player AFTER the matinee sequence has ended/Finished ?

edit : i found the solution.

In level blueprint, with matineeActor selected, right click and add a “Matinee Controller” node wich gives you the “Finished” event for that matineeActor sequence.

The node is called “controller”, but it does not controll any thing, it just fires the Finished event. lol. Meanwhile all the control (play, stop, etc) is done by functions.

In the level blueprint events menu, there should be some entry “Add Event > Matinee sequence > Finished”

@CraigItsFriday would it be possible to have a key stroke “end” the matinee sequence, allowing a menu to pop up to spawn a the character?

The ideal situation is that the matinee is running on behind the main menu and it stops when you hit “play”