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.
asked Jan 23 '17 at 11:33 PM in Bug Reports
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.
answered Aug 30 '17 at 05:22 PM
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.
answered Jan 15 '18 at 08:28 PM
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.
answered Jul 31 '17 at 04:54 PM
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:
You'll see that
You can turn it off under the split version of the blueprint:
answered Jan 11 '19 at 10:31 PM
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