Sequencer: blueprint events skipped depending on framerate

Hi,

I don’t know if anybody is aware of this bug, when framerate is dropping while a level sequence is playing, it can skip an event key on the event track, so the blueprint event is not called.

I don’t know how I can reproduce this in a reppro project, but a good reppro on our computers is to have an other program (as an antivirus displaying a notification) getting the focus during a level sequence (huge frame rate drop, so a lot of events are not called).

It is very annoying as it can happen in shipped packaged games too.

Thanks for help.

I have the same issue.
The turnaround I found for now is to reserver event to “things that not last”, like particle effect etc. Every other long feature or important feature have to be trigger/maintain by parameters like bool or enum.