sequence onStop does not fire in shipping build

I set up a simple level fly through at the start of a match that fade out at the end. I then bound the on stop event in the level sequence. That plays a “globalFadeIn” sequence and the rest of my initialization such as adding my UMG HUD.

This works fine in editor and it also works fine in stand alone but the packaged project does not fade back in and my hud is not added.

Hello .,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick question:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints/widgets that may be involved?
  1. Yes I can. I’ll attach it.

Repo Steps:

  1. Create a new Project
  2. Create a level sequence.
    Create a fade track and have it fade in, and then fade out.

  1. Create a second sequence and have it fade in.

  1. Have the main sequence autoplay

  2. In the level blueprint assign a onStop to the Main sequence’s sequence player.

  3. Have the onStop event playthe fade in sequence

  4. Package the game.

[Project Files][3]

After testing the project provided things appear to work the same in the editor as then do in the packaged version of the project. That is to say “NewLevelSequence” plays and then GlobalFade Plays. Could you test the zipped down copy of the project that was provided?

Hey Rudy I’m currently streaming this so if you are online, come say hi on twitch and I can show you. Otherwise I’ll link a video of it happening and my staged build setup after the stream.

Twitch Stream

Please see the attached stream highlight.

Hello .,

After further testing I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have also provided a link to the public tracker. Please feel free to use the public tracker for future updates. Thank you for your time and information.

Link: Unreal Engine Issues and Bug Tracker (UE-38416)

Make it a great day

Hi Rudy,

I see that this task has been fixed but it marked for 4.15. Where can I see what the changes are so that I can perform them myself here?

Yea I tried looking at the master build on GitHub and could not find anything with a submit of 3163859 in the repository. Any suggestions?

I took quick look. It appears that this has been resolved in an internal build. However, it has not been merge with the master branch as of yet.

I don’t know if it’s possible but could you copy paste the fix here for me. I’m on a super tight deadline and we won’t be on 4.15 any time soon.

Due to terms of service I am limited to how many lines of source code I can post publicly. These posts are visible by those who have not signed the EULA. The source code that is associated with this solution goes over that limit.