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On Sequence Event

Fires a pulse when a running Timeline sequence passes a named event item, or reaches its end (end). New in 1.39; find it in the palette under Animation.

Output: event — 1 for a short window as the event passes, 0 otherwise.

Inputs

None.

Parameters

Parameter Default Meaning
sequence (empty) which sequence to listen to. Empty means any sequence
event (empty) which event item to watch. Empty means any event; end pulses when a sequence that does not loop finishes
pulse 0.3 s how long the output stays at 1

Every player, by themselves

Each player runs the same sequence from the same moment and passes the event item themselves, so the node fires on every device without a message. A preview in the Timeline editor fires no graph events — only a sequence playing in the game does.

Practical example

An intro, then the game:

  1. In the Timeline, build an intro sequence and turn its Autoplay on.
  2. Add On Sequence Event with event end → Set Game State playing.
  3. Enter Play: the intro runs, and the game starts the moment it ends.

Tip

Put an Event item named doors halfway through a cutscene and wire On Sequence Event doors → Play Animation: the doors open exactly on that beat.