normally in blueprints I use just skeletal mesh animations in sequencer, and that has worked out fine
it’s easy to move the animation clips around and scrub back and forth
how would i take advantage of an animation blueprint in sequencer? for using posedriver / spring controller, etc
I’m not sure how to make the anim state in an animation blueprint just take what’s in the sequencer as the main driver for the animation blueprint
or maybe there’s a way to get the anim blueprint nodes in level blueprint or something?
or would i have to maybe set up an anim blueprint with it’s extras on, and play a clip with sequence recorder to get the secondaries recorded, and use those on a skeletal mesh? I’m not even sure if sequence recorder records the extra driven bones
not sure how to approach this, any insight would be great thanks!