I have a simple Actor Blueprint that rotates a static mesh (attached). I need to have this work in Sequencer. I’ve dragged the BP Actor to my Level Sequence but what else do I need to do to make it work?
Hey there @eco_bach2! To have blueprints called inside of sequencer, I’ve got a tutorial for you right here!
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Thanks. Good tutorial. Well edited and to the point.
I can call custom events in my Blueprint. You can see from the attached I have 2 custom events for my rotation.
StartRotation
AddRotation
If I simulate BeginPlay is called and then my 2nd custom event AddRotation and it rotates as expected.
In Sequencer I’ve added an Event track, keyframe, and targeted my StartRotation custom event.
However, on Sequencer playback ONLY StartRotation is called. AddRotation never gets called and no rotation takes place.
Why?
Could be because the sequencer isn’t quite runtime, so event ticks don’t occur the same way, which probably leads to timers not working. If there’s no delta time, I would expect timers to be unsupported. Though that’s just a theory in this case. Another test would be to see if timelines fail as well.