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How can I stop a Level Sequence from resetting at the end ?

I'll start off by stating that I am very new to UE4. I am working on an Archviz have some lighting that I would like to have dim and change color when the player enters a trigger box and presses the fire button. And then get brighter again on another press.

The problem I am having is that when I trigger the sequence, it plays the animation fine, but then as soon as it's finished all the tracks snap back to the state they were in before the sequence played out. How can I get the lights to stay in the dim position until I press the trigger again?

I had this working just fine in Marquee, but when I was told Matinee was out and Sequencer was in, I converted it to a Level Sequence. Unfortunately I also deleted my Matinee, and I really don't want to rebuild it. But I do like how the sequencer works much better.

Maybe I'm not even going about this the right way? I'll attach some pictures of my blueprint and the scene for reference. Blueprint alt text

Product Version: UE 4.14
Tags:
lights.png (1.4 MB)
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asked Jan 23 '17 at 11:33 PM in Bug Reports

avatar image

HaasWeston
41 2 3 5

avatar image HaasWeston Jan 26 '17 at 06:58 PM

Well I figured out how to do what I wanted using timeline events. So the Level sequencer is just form making cutscenes?

Every tutorial out there that uses matinee for something like interactive door animations is going to need to be updated...

avatar image cjames Mar 02 '17 at 03:45 AM

Level sequencers can be useful in quite a number of ways, but yes, for an effect you want to have control over a timeline is a much cleaner solution.

avatar image JJChalupnik Jul 04 '17 at 01:45 AM

Still no fix for this? I'm on 4.16.2 and Restore State appears to still be broken? I've got a one time use Elevator that I was running with Level Sequencer but to get it to FlipFlop, it wont stay at its second position. It just reverts to its original state regardless. On Play Reverse it does work however. So i think the problem is literally just the functionality of that checkbox.

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6 answers: sort voted first

I'm having this problem too. State resets on sequence end regardless of "Restore state" checkbox. UE4.16.1

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answered Jun 26 '17 at 04:07 PM

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Titirez
318 13 11 24

avatar image Titirez Jun 26 '17 at 04:41 PM

"Random Start Time" is also useless. It always starts at 0 if I have it checked.

avatar image zimzimdz Jun 29 '17 at 10:02 PM

Same here, 4.16.1 too

avatar image JaroMast Jul 30 '17 at 08:27 PM

Bug is still present in 4.16.2. Looks like from version 4.15 UE4 becomes more and more buggy, a lot of things stop working or work much slower than before.

avatar image Max.Chen STAFF Jul 31 '17 at 06:36 AM

Apologies for the troubles you guys are having.

So, actually can you try setting the "When Finished" property on the animation section to "Keep State"? We added this setting to each of the track sections so you could have more control over what each section does. The "RestoreState" doesn't act as an overall override for this behavior as I incorrectly mentioned in my initial comment.

alt text

avatar image droxdee Sep 07 '17 at 10:58 PM

is there any way to set When Finished - Keep State on a per-animation or per-project level? We have a lot of tracks that used to keep state in 4.14, and don't do it in 4.16.a

avatar image Max.Chen STAFF Sep 08 '17 at 04:06 AM

Unfortunately, no. When upgrading, existing tracks from 4.14 should have defaulted to KeepState. We can look into adding a preference for this in the future, but as we just hit feature complete for 4.18, it won't be available until at least 4.19.

avatar image droxdee Sep 11 '17 at 05:56 PM

Neat. It looks like more of my tracks defaulted to Keep State than I had thought when I first started looking into it, so it wasn't as big a problem as it seemed.

avatar image huulong Jan 15 '18 at 08:22 PM

Worked on UE4.18 on Windows. I think Keep State should be the default indeed. @Titirez, you should have posted your answer as a comment since it states the bug also affects you and mentions ideas that failed, but not an answer. @Max.Chen now answered in a comment but that's not very convenient. Maybe we should repost it properly? UPDATE: just did it

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I found a small workaround based off another post. Even with 4.17, the issue still persists on MAC. And I'm only assuming that Mac is the issue.

But, as a test I set up an animation, 17 frames on a box going from close to open. Of course in the Level Sequencer when I get to 17 it resets to the first frame pose.

So I used a Set Playback Range node. You only have to know the last frame you want to stop it at, in my case frame 16.

I hope this works for some of you until the issue is fixed.alt text

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answered Aug 30 '17 at 05:22 PM

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matttardiff
21 1 4

avatar image ssjjessy Mar 04 '18 at 02:09 AM

The sequencer tool is much nicer to use than the timeline tool in BP in my opinion. I hope the sequence BP component will be in the next stable build. alt text

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Just to repost Max.Chen's answer inside a comment:

In the Level Sequence, right-click each track that shouldn't reset, select Properties > Section > When Finished > Keep State.

See discussion about defaulting to Keep State and doing this for all tracks at once after Max.Chen's comment-answer.

 alt text

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answered Jan 15 '18 at 08:28 PM

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huulong
111 6 10

avatar image ssjjessy Mar 04 '18 at 03:32 AM

Ah yes this works for my fancy door too! alt text

avatar image huulong May 18 '18 at 07:54 PM

As of UE4.19 you can set the default to Keep State. https://docs.unrealengine.com/en-US/Builds/4_19 (search "When Finished")

Should be in DefaultEngine.ini (if not, try other ini files) [/Script/LevelSequence.LevelSequence] DefaultCompletionMode=RestoreState -> KeepState

Haven't installed 4.19 yet so I haven't tested.

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I tested huulong's solution in 4.21 to change the default to Keep State, and it works.

Add this to DefaultEngine.ini:

 [/Script/LevelSequence.LevelSequence]
 DefaultCompletionMode=KeepState
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answered Jan 31 '19 at 04:18 AM

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Spoondog
397 12 21 35

avatar image Glutamatkrieger Feb 18 '19 at 10:22 AM

4.20 works too. Should be marked as an alternative answer. Thank you very very much sir. To be honest, since you can switch the behavior for specific actors in the timeline, KeepState should be default by default.

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Unfortunately, I have to use UE4 on a MAC and version 4.16 does not show "When Finished" option when you right click on the animation clip.

alt text

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answered Jul 31 '17 at 04:54 PM

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matttardiff
21 1 4

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I am guessing someone has added this under the radar? I haven't git blamed it to find out who :D, however, this is the answer to the problem:

MovieSceneSequencePlayer.cpp ln:623

     // stop playback
     else
     {
         // Clamp the position to the duration
         NewPosition = FMath::Clamp(NewPosition, FFrameTime(StartTime), GetLastValidTime());

         FMovieSceneEvaluationRange Range = UpdatePlayPosition(PlayPosition, NewPosition, Method);
         UpdateMovieSceneInstance(Range, StatusOverride);

         if (PlaybackSettings.bPauseAtEnd)
         {
             Pause();
         }
         else
         {
             Stop();

             // When playback stops naturally, the time cursor is put at the boundary that was crossed to make ping-pong playback easy
             PlayPosition.Reset(NewPosition);
         }

         PlaybackSettings.TimeController->StopPlaying(GetCurrentTime());

         if (OnFinished.IsBound())
         {
             OnFinished.Broadcast();
         }
     }

You'll see that bPauseAtEnd is allowing it to go back into a Reset call.

You can turn it off under the split version of the blueprint:

alt text

capture.png (175.8 kB)
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answered Jan 11 '19 at 10:31 PM

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jimmyt1988
53 5 12 12

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