Sequencer, Fade and Last Tick Bug

Hi!

I found bug, or strange behavior of Sequencer Player.

  • Create Empty C++ Project.

  • Create Level Sequence. And add it to the Current Level.

  • Add Fade track, and set fade from 0 to 1 (cinematic must finish with full faded screen).

  • Modify Game Mode header file like this:

     UCLASS()
     class SEQUENCERLASTFRAME_API ASequencerLastFrameGameModeBase : public AGameModeBase
     {
         GENERATED_BODY()
    
     public:
    
         UPROPERTY(Transient)
         class ALevelSequenceActor* cinematic;
             
     public:
         
         virtual void StartPlay() override;
    
         UFUNCTION()
         void OnCinematicStop();
     };
    
  • Modify Game Mode source file like this:

     void ASequencerLastFrameGameModeBase::StartPlay()
     {
     	Super::StartPlay();
    
     	TActorIterator<ALevelSequenceActor> It(GetWorld());
     	if (It)
     		cinematic = *It;
    
     	if (IsValid(cinematic))
     	{
     		cinematic->SequencePlayer->OnStop.AddDynamic(this, &ThisClass::OnCinematicStop);
     		cinematic->SequencePlayer->SetPlaybackPosition(0.0f);
     		cinematic->SequencePlayer->Play();
     	}
     }
    
     void ASequencerLastFrameGameModeBase::OnCinematicStop()
     {
     	auto It = GetWorld()->GetPlayerControllerIterator();
     	if (auto PC = *It)
     	{
     		PC->PlayerCameraManager->StartCameraFade(1.0f, 0.0f, 1.0f, FLinearColor::Black, false, true);
     		GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("CameraFade called, but nothing happened!"));
     	}
     	else 
     		GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("PC not found!"));
     }
    
  • Don’t forget to add “LevelSequence” to build.cs.

  • Compile and start play.

We see black screen and text “CameraFade called, but nothing happened!” in the left top corner. Looks like function SetManualCameraFade called one more time in FMovieSceneFadeTrackInstance::Update after the OnStop delegate called.

Project with bug you can find here:
https://github.com/maltsevda/SequencerLastFrame

If we add delay in 0.1 sec, before calling StartCameraFade, all works fine. Hope you can fix this in next releases! :slight_smile:

Hey rionix,

Your issue no longer appears to happen in 4.15. I upgraded your project to 4.15 and it worked as expected. Thanks for reporting this though!