User Guide (Version 1.16)

Setting Sequence Properties

You can set various sequence properties in the Track View editor as follows:

To set sequence properties

  1. In the Track View editor, select the applicable sequence and click Edit Sequence (third button in the Sequence/Node toolbar).

  2. In the Sequence Properties dialog box, set the properties as shown and listed in the following image:

Scene Properties

Property Description When to use
Autostart Plays the scene on game start. Use for testing purposes only. For scenes that must always play on game start, use triggers instead.
NoSeek Disables random seeks in a scene, such as jumping to a certain time.
CutScene Enables various scene toggles. When selected, the following options are available:
  • Disable Player – Disables the player (required for all camera-controlled scenes).

  • Non-Skippable – Sets the IAnimSequence::eSeqFlags_NoAbort bit flag to 1. This flag provides a UI to specify whether the sequence can be skipped. Your game code must implement the input and code required to skip a sequence. You can use the IAnimSequence::GetFlags() method in C++ to retrieve the set if bit flags for the sequence.

  • Disable Sound – Disables all sounds that are not in the scene.

This property is required for all scenes that are camera-controlled.
Update Movie System First Reverses the update order. Typically, the movie system updates after the entity system updates. Fix bone-attached entities that lag behind the parent movement. This problem typically occurs if the parent locator position is animated in the Track View editor.
Timing Sets the start and end times of the sequence.
Display Start/End Time As: Displays the start and end times in frames or seconds. This is a display-only option; the times are always stored in seconds.
Move/Scale Keys Scales animation curves over the timeline when the start or end times are changed. Use when you want to lengthen or shorten a sequence, and either slow down or speed up the animations to fill the same relative percentage of the sequence timeline.
Out of Range Changes the movie time behavior when it passes the end of the sequence:
  • Once – The movie time continues past the end of the sequence.

  • Constant – The movie time is held at the end of the sequence.

  • Loop – The movie time loops back to the beginning of the sequence when it reaches the end.

Changing Scene Toggles Mid-Sequence

This topic references tools and features that are legacy. If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line. To learn more about legacy features, see the Amazon Lumberyard Legacy Reference.

You can change the Cut-Scene Toggles properties mid-sequence by starting another sequence that runs in parallel. This is primarily used to briefly turn on camera control in a sequence that allows free player movement.

For example, the main sequence allows free player movement and enters a loop at second 1. A Flow Graph Entity:Switch node (shown in the following image) makes the sequence jump to second 2, which starts a short camera-controlled second sequence.

In this example, all of the main sequence properties would be disabled (unselected), while the second sequence would have the Cut Scene, Disable Player, and the Non-Skippable properties enabled (selected).