Hello, this has been around for a long time too so I'll try my best to describe it because it might have different alternatives in the future outcome.
Scripted BGChanges currently don't replay themselves when calling them on a repeated pattern (making it look like it is the same BGChange, but it actually isn't)
I have been compiling (for 5.1) and trying to debug Scripted BGChanges behaviour (because I have a project that uses them) and at some point I expected them that whenever they are called on a repeated pattern they would reset / replay ( [ whenever if they have ] their tweens and all the sprites and their animation state to 0 ). So I came up with a temporal fix (for my own project) but then I thought why was this behaviour like this in the first place or if it was intended for videos / movies by default only and not for scripts and if it should have actual metrics to define if the Scripted BGChanges should replay or not.
Again, sorry if it sounds confusing.
Additional Info
The Scripted BGChanged actors and sprites I use in my project do have delta for tweening and the beat effect clock. (just in case)
My temporal fix was to create a function that could set the variables of the Sprite instance to it's initial state and then do UpdateInternal(0) and then through my Lua system check if the BGChange is repeated (but that can be for sure done in the engine side) and run that fixed temporal function.
Hello, this has been around for a long time too so I'll try my best to describe it because it might have different alternatives in the future outcome.
Scripted BGChanges currently don't replay themselves when calling them on a repeated pattern (making it look like it is the same BGChange, but it actually isn't)
I have been compiling (for 5.1) and trying to debug Scripted BGChanges behaviour (because I have a project that uses them) and at some point I expected them that whenever they are called on a repeated pattern they would reset / replay ( [ whenever if they have ] their tweens and all the sprites and their animation state to 0 ). So I came up with a temporal fix (for my own project) but then I thought why was this behaviour like this in the first place or if it was intended for videos / movies by default only and not for scripts and if it should have actual metrics to define if the Scripted BGChanges should replay or not.
Again, sorry if it sounds confusing.
Additional Info
The Scripted BGChanged actors and sprites I use in my project do have delta for tweening and the beat effect clock. (just in case)
My temporal fix was to create a function that could set the variables of the Sprite instance to it's initial state and then do UpdateInternal(0) and then through my Lua system check if the BGChange is repeated (but that can be for sure done in the engine side) and run that fixed temporal function.
Default Behaviour: https://imgur.com/yzM0ZVi My temporal fix: https://imgur.com/aZPIagV