Unreal Engine Level Sequencer FMOD “Play” trigger on frame 000 doesn’t fire
Environment
- Was working on:
- Unreal Engine 5.5
- FMOD UE Integration 2.03.11
- Broke after migrating to:
- Unreal Engine 5.7
- FMOD UE Integration 2.03.14
I have an FMOD Event track in a Level Sequence with a Play trigger keyed on the very first frame (frame 000). On UE 5.5 + FMOD 2.03.11 this fired reliably. After migrating the project to UE 5.7 + FMOD 2.03.14, that first-frame trigger no longer fires.
The assets and the sequence itself are unchanged; the only variables are the engine upgrade and the FMOD integration upgrade, which were done together. If I move the exact same Play key to frame 1 (or any later frame), it fires reliably again.
Steps to reproduce (post-migration)
- Open a migrated Level Sequence (or build a fresh one on 5.7 / FMOD 2.03.14).
- Add an FMOD Event track.
- Add a Play trigger key exactly on frame 000.
- Play the sequence (PIE or in-editor preview).
- → The event does not play.
- Move the same key to frame 1 → it plays.
What I’ve already checked
- Event and bank are loaded — confirmed, since the identical key fires once moved off frame 0.
- Sequence playback range starts at 0.
- Not a “restore state / when finished” issue — later keys on the same track behave normally.
- Same result in PIE and in-editor preview.
- Same behavior on a freshly authored sequence, so it isn’t leftover migration corruption on one asset.
Suspected cause?
This changelog line, which lands between my working (2.03.11) and broken (2.03.14) versions:
02/04/26 – 2.03.13 (build 162576) — Unreal: Fixed events not auditioning in Sequencer and Animations.
I’m trying to avoid a one-frame gap on cinematics where the audio needs to hit exactly on start. Thanks in advance!