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:
- Create a new Matinee actor
- Add a new empty group to the Matinee
- Add an event track to the group
- Add an event named “Test” to the track
- Create a Matinee controller in the level blueprint
- Refresh the node so the “Test” pin shows up
- Hook up the “Test” and “Finished” pins to a print string for testing purposes
- 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.