Master sequencer or Shots do not play in 4.14

Hi, I created a level sequence, added a camera cut track and camera, adjusted as usual, all works fine. Created several of these. Point is CameraCut tracks play in view port. Problem is Shottracks do not.

I create a master level sequence or use the create Master sequence along with shots and folder settings.

None of this plays in the view port or in-game within 4.14.

It seems there is a bug preventing playback of master sequence or specifically shots tracks in general within 4.14.

Testing in 4.13 all works fine. please fix.

Oh a side note, Please fix camera tracks so it always be locked to specific view port no matter what options available. I find extremely annoying after locking to view port it disable when doing other operations. Have it permanent locked to view port until i pressed unlock manual. thank you look forward to response.

So you’ll still need Camera Cut tracks in each shot so it knows what camera to use. Are you doing this?

Yes tried everything for an entire day. Tried Camera Cut tracks over shot tracks within the master, each shot has a camera cut within otherwise it wouldn’t play as mentioned above. The thing is the exact same setup works in 4.13. it doesn’t work in 4.14. unless something has changed with how to use sequence editor for 4.14, I just think its a bug.

Can you send me an example project? I’d like to see this first hand. You can PM me a download link on the forums.

Hi Architect3D,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Hi,
this issue is valid and happens in my project as well. We have tons of sequences made pre 4.14, and today we finally switched to 4.14. We use a lot of sub sequences in master sequences and the camera cuts just stopped playing completely. After tinkering a bit in the code I found the change that caused this to happen:

LevelSequencePlayer.cpp - Line 490

UE 4.13

if ((CameraObject == nullptr) && (UnlockIfCameraActor != ViewTarget))
{
	return;
}

UE 4.14

// if unlockIfCameraActor is valid, release lock if currently locked to object
if (CameraObject == nullptr && UnlockIfCameraActor != nullptr && UnlockIfCameraActor != ViewTarget)
{
	return;
}

After reverting this condition to the way it was in 4.13 everything works perfectly fine again.

Since it already works for us I didn’t dig dipper into the problem and accept my solution the way it is. However my assumption is that sub sequences not having camera cuts revert the camera to previous state by calling:

MovieSceneCinematicShotTrackInstance.cpp - Line 70

if (TraversedSections.Num() == 0)
{
	Player.UpdateCameraCut(nullptr, nullptr);
}

And as you can see in the earlier conditions I posted in 4.13 the UnlockIfCameraActor was not null verified so the function just returned doing nothing making the master sequence camera cut not interrupted.

Cheers,

Hey , Thanks for the update. And I appreciate you posting the solution. I don’t know anything about code, so I hope Unreal Devs will add this to their fix log for next update. I maintain using 4.13 for now. thanks again.

Have a great new year

Hi ,

Could you provide an example project for this issue? It’ll get fixed a lot faster if I can enter a bug report with solid repro steps. I’ve been unable to get this to happen.

Hello ,

Since it is already fixed on my end, it’s not the highest priority for me at this moment and as much as I would like to be of help, we’re currently crunching till the end of the project so I have tons of stuff to work on. However if I find the time to figure out a repro I’ll let you know.

Cheers

I’m going to mark this as resolved for tracking purposes. If you do get any free time, feel free to enter a pull request on github. That might be the quicker solution if you don’t have time to make a project.

You can respond here to re-open the thread.