It's not. I tried it myself, and can't re-create the error.
Have you tried it in 1.38? Please give it a go - if there's still trouble, post a screenshot of the asset actions in question, and that of the action used to cal the asset in the first place.
Again, you have to check "Run in parallel" before the following Actions will run. Look for the "After running" setting at the bottom of any Action - if it isn't there, the ActionList will stop when it hits it.
Likely a while, as there are many other things to be done. If the script changes are minimal (and they should be, seeing as this works if the two Engine: Run ActionList Actions are in a Cutscene), I'll post the changes you can make yourself here.
And done. Took a while to find the culprit, but sure enough, it's a simple fix:
Open up ActionRunActionList.cs, and look for the End function starting line 198. Then, just remove the second if statement, so that the function reads: override public int End (List<AC.Action> actions) { if (runInParallel) { return (base.End (actions)); } return -1; }
Comments
It's a bug, unless you've checked the Run in parallel? box. Screenshot?
Have you tried it in 1.38? Please give it a go - if there's still trouble, post a screenshot of the asset actions in question, and that of the action used to cal the asset in the first place.
Likely a while, as there are many other things to be done. If the script changes are minimal (and they should be, seeing as this works if the two Engine: Run ActionList Actions are in a Cutscene), I'll post the changes you can make yourself here.
Open up ActionRunActionList.cs, and look for the End function starting line 198. Then, just remove the second if statement, so that the function reads:
override public int End (List<AC.Action> actions)
{
if (runInParallel)
{
return (base.End (actions));
}
return -1;
}