Hi, I call this node on a number of buses when my player dies in game, but every second time I call the nodes the results appear to be delayed, resulting in them firing after my player has respawned and stopping event instances right after they are called to play.
Is this node supposed to invalidate/release Event Instances? Because when I track my instances, it appears to invalidate them. My instances report invalid every second respawn. Either way is no matter to me, but it is confusing that it flip-flops.
In my logic, the calls are sequential (stop, then play), but they do happen very close together in the execution order (respawns are quick). So, I threw a 0.2 delay node after calling the Bus Stop All Events nodes and voila it appears to work consistently now. Another thing that may play a role is the stop all events is called directly after a Set Game Paused node set to unpause, and the Event Instance play not long after that.
I don’t love delays as a solution to issues like this, so I’m wondering if there’s another way to approach this / or if this issue I’m seeing is intended behaviour?
Sorry, a bit of a noodle to explain, hope it all makes sense!