Sequencer doesn't play well with Trigger Volume
Okay, another bug to report on the Sequencer. I'm really not sure that guy was ready for prime time.
On this one, I've discovered that a sequencer animation will trigger the TriggerVolume BeginOverlap event for the entire time that the overlap is occurring.
Start out by creating a blank project and trim it down to just the floor and a light. Add two sphere shapes to the scene at the outer edge of the floor. Also add a Trigger Volume box around the center of the floor. Next make sure the two spheres have the Generate Overlap Events setting checked. create a Sequence Transform track for Sphere1 and create a Matinee(legacy) with a Movement track for Sphere2. Make sure that the tracks for each intersects the Trigger Volume in the center of the floor.
Now open the level blueprint and create the nodes as shown below.
The two images below show the sequence transform and matinee track
Now run the project and press Q to trigger the sequence and notice that the BeginOverlap print is printed hundreds of times. This is definitely a bug when compared to the matinee behavior.
And finally press P to trigger the matinee. Notice on this one you only get the single BeginOverlap. I'll add the image in a followup comment since no more attachments are allowed.
asked Jul 13 '16 at 05:34 AM in Bug Reports
Thanks for reporting this. I've entered UE-33432.
answered Jul 18 '16 at 10:00 PM
Good find :)
Does the EndOverlap event also trigger all the time?
For a work around you could disable the trigger the moment the Ball enters the trigger. Or you could add the ball to an ignore actor list or something, so you have to check when the begin overlap triggers if the actor that triggers it is in the list. If it is ignore the event, if it is not do your code and add the ball to the ignore list.
For what are you going to use it, if I may ask?
Hope this helps :) Good Luck!
answered Jul 13 '16 at 08:32 AM
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