Hi all
I have some testers reporting that during a cutscene the player moves to a different location. When the cutscene ends, the player is in a different part of the scene. The cutscene doesn't move the player, and the cutscene is set to Pause Gameplay.
So it raises the question, what does "pause gameplay" mean? Does it just stop input or override everything? It's not defined in the manual.
I'm trying a new build with an Engine:System action at the start and end of the cutscenes to disable the player and lots of other bits and re-enable them at the end of the cutscene.
It doesn't help that I can't recreate it here, but they've sent me screenshots and I don't doubt them.
Olly
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Comments
Pause Gameplay causes the game to be placed in "cutscene" mode, where regular gameplay behaviour (such as being free to move and interact) is prevented.
Not all input is ignored - you can still e.g. open Menus and invoke Active Inputs.
Purely blocking gameplay will now cause the Player to become teleportded, however. If you have screenshots showing the issue, by all means share - but there'll be another factor at play here.