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:
- In the Timeline, build an intro sequence and turn its Autoplay on.
- Add On Sequence Event with event
end→ Set Game State playing. - 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.