Matinee events not firing in level blueprint

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

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: Modifying Blueprint Properties with Matinee | Unreal Engine Documentation

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?

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?

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. :slight_smile: