UE 4.21 Fail to trigger event because no director instance

Hi! I’m trying to make a game to Android, and I’m trying to fire event with the new sequencer’s event track, but when I run the game it keeps output Failed to trigger event because no director instance was available. I have been trying for hours to figure out what this means. Is there any way to fix this or is it just a bug?

Here’s the screenshot:

And this is what I’m trying to do:

Thanks!

So, after some messing around, this problem just fixed itself. What I did is simply create another level sequence and create another sequence director endpoint. And it just worked.

I am messing with the same issue.
Created and used event track with no issue… until now.
On recreating the level sequence in a new map, the sequent event doesn’t trigger at all (I check the sequence is well played by doing a fade over the camera)

Ok, apparently it NEEDS an event receivers
… This does works on a fresh project, but cannot apply this fix on my own project
Apparently, things get wrong when I rename my level sequence…

Apparently, drag & drop a fresh anim with an auto play make event to be never triggered
Oook, I need te remove the generated target from the generated function from the sequence director

Ok, I had two error at the same time
-Oook, I need te remove the generated target from the generated function from the sequence director
-Move/Rename level sequencer break the Director Instance things !

Apparently, the new event track feature in 4.21 is super incomplete and buggy. There are no exact ways to fix those problems other than wishing for luck. If you are just starting a project I strongly suggest you switch back to 4.20. Hope Epic will fix this asap.

Hey guys!

We were struggling with the same problem, however, managed to fix it. Just in case anyone will be looking for it - just paste these lines into LevelSequence.cpp in ULevelSequence::CreateDirectorInstance (line 489):

#if WITH_EDITORONLY_DATA
	if (!DirectorClass && Cast<UBlueprint>(DirectorBlueprint))
	{
		DirectorClass = CastChecked<UBlueprintGeneratedClass>(Cast<UBlueprint>(DirectorBlueprint)->GeneratedClass);
	}
#endif

You will also need to re-save your sequences and levels in order to get them working again in cooked version.