I’ve been trying to make use of the “Set Timeline Position” node in unreal, but I think I’m experiencing a bug.
I’m working on a project where we need to have music synced with visuals so I’ve opted to set the music assets to non-streaming. I’m triggering the sounds in the UE4 sequencer and it’s all working well for the most part. There are certain save/load points that might land in the middle of a music cue, so I get a reference to the FMOD component, and if it’s playing I do nothing, but if it’s not playing then I trigger it to play and use Set Timeline Position to make it start at the right part of the music. This way if the player loads into a certain scene, the music will start playing at the very beginning of the unreal sequence at a set point in the FMOD event’s timeline. We have a system setup where the sample data can be preloaded in an earlier sequence or earlier in the same sequence before it’s triggered to start playing, but the problem is if I load into a sequence and try to play the event on frame 0 then the sample data isn’t preloaded yet. If I don’t use “Set Timeline Position” then it seems to start playing the event as soon as it finishes loading, which is great (it’s fine if it’s a frame or 2 later than the trigger) but if I do use “Set Timeline Position” it seems like the event waits until it gets to that timeline position before it starts playing. So for instance, on frame 0 I trigger Play and Set Timeline Postion to 6442 ms. This results in a delay of 6442ms before the event starts playing. When it does start playing, it starts from the 6442ms timeline position, so the whole event is out of sync by that much time. Instead of using “Set Timeline Position” I can use a transition region at the start of the event and set a parameter to jump to the proper position, so I have a workaround, but based on what I’m experiencing I think this is a bug and it would be really great to be able to use the Set Timeline Position node.
I’m using FMOD Studio 2.02.29 with FMOD Unreal Plugin 2.02.16 (I think we’ve made changes to the plugin so I’m not sure if we can update that) And Unreal Engine 4.27.2