Level Sequence Burn In Blueprint : Get Owning Player Pawn returns None in 4.14+
I've discovered what appears to be a bug in 4.14+ (it worked in 4.13, and doesn't work in 4.14 and 4.15)
I have a LevelSequenceBurnIn subclass, and in the event graph, I want to get hold of the owning player pawn (in order to get the Controller and then the ViewTarget - my goal is to get hold of the CineCameraActor that is being used for the shot)
In MyBurnIn's EventGraph, the Get Owning Player Pawn node would return the right one in 4.13, but has returned None since 4.14.
Here is the blueprint asset that I created. It will add the name of the Player Pawn in large text over the sequencer render, or None in the case of 4.14+
Answers to Rudy Triplett's questions:
Yes, I just reproduced it in a clean project in both 4.13 and 4.15
I'm aware that there is a better way of binding the variable to the text in 4.15, but I wanted to keep the process in the two versions as close as possible. If you follow these steps, in 4.15, the movie will have "None" overlaid, and in 4.13 it will have "DefaultPawn_0" overlaid.
Here are the two blueprints:
Can you try hooking things up in a different way? The Level Sequence Burn In has a lot of information you can get natively, including the camera component that's currently active. Here's what I've done to get at the current shot camera:
answered May 30 '17 at 06:52 PM
I was able to reproduce this issue on our end with the updated steps above. I have written up a report and I have submitted it to the developers for further consideration. I have provided a link to the public tracker. Please feel free to use the link provided for future updates.
Make it a great day
answered May 22 '17 at 07:17 PM
Rudy Q ♦♦ STAFF
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