So to save myself the trouble, I was hoping if someone could clarify the best way to have a LEVEL SEQUENCE control/animate a player’s pawn/character when their inputs are disabled.
I tried using the Dynamic Possession function here:
Okay, I think I figured it out, but it feels so dirty.
Add whatever Character Blueprint you are using to the Level Sequencer. (The character must be placed in the level first.)
Animate it however you’d like. I’m using Animation Sequences and a Spline.
Once you have your Level Sequence completed, delete the character from the level (NOT the SEQUENCER)
You’ll get a warning. Ignore it.
You’ll see that your character’s reference in the Level Sequencer is now red.
Now, this is where it gets ridiculous (in my mind, at least):
Assuming you are playing a Spawned Blueprint Character, go into Play Mode with her/him/it.
Hit “Shift+F1” to navigate out of the Gameplay without disabling it.
Right-click on your red missing reference in the Level Sequencer and assign your Spawned Blueprint Character to that reference.
Now the Level Sequence is bound to the Character.
It will always show red outside of gameplay in the Level Sequencer because the character does not exist until Play Mode.
I’m surprised that no one seems to have tried doing this, because I found virtually no useful documentation on how the Level Sequencer can possess a Spawned Blueprint Character (that is actively controlled by the player).