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Matinee events not firing in level blueprint

I'm trying to trigger events from a Matinee in my level blueprint, but I can't get it to work. I'm following the instructions as outlined here: https://docs.unrealengine.com/latest/INT/Engine/Matinee/UserGuide/BlueprintComponents/index.html#triggeringeventsovertime

I do the following:

  1. Create a new Matinee actor

  2. Add a new empty group to the Matinee

  3. Add an event track to the group

  4. Add an event named "Test" to the track

  5. Create a Matinee controller in the level blueprint

  6. Refresh the node so the "Test" pin shows up

  7. Hook up the "Test" and "Finished" pins to a print string for testing purposes

  8. Enable "Play on Level Load"

The "Finished" pin is firing when the Matinee sequence is finished, but the "Test" pin isn't. Did I miss any required steps to miss this work?

Product Version: UE 4.9
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asked Sep 10 '15 at 05:23 PM in Blueprint Scripting

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dmeffert
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avatar image Jacky Sep 10 '15 at 05:26 PM

Could you share a new blank project that replicates this issue please?

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I could not reproduce the issue in a blank project, so I went back to my other project to see if there were any differences. Turns out I checked "Use Custom Event Name" on the keyframe. Unchecking that solved the issue, which makes sense. Next time I'll make sure to try to reproduce it in a blank project before posting here. Thanks! Should I do anything to close this question?

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answered Sep 10 '15 at 05:48 PM

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dmeffert
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avatar image Jacky Sep 10 '15 at 05:53 PM

Glad that it is solved! I'm turning your post into an answer and accepting it. There isnt anything you need to do this time. :)

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