I am using the blueprint, to change the scale of multiple static meshes, everything works when playing in sequencer, but the render doesn’t show anything. Tried already changing all the static meshes to static, and blueprint to static, it didn’t work.
Does anybody have a clue what could be the issue here?
That was also my first idea, but I am using tagging system, so I can more easily manipulate huge amounts of static meshes based on apropriate tags later, if I imported each static mesh in the sequencer I guess it would be time consuming process to adjust something.
Although if I don’t resolve this issue, I am going to go with transform solution.
Thank you for the hint, if you have any other clue what could be the issue I would be grateful.
Ok, then…
You say in the render is not working,
then I guess the problem is how and where to execute the method in the blueprint.
In construction, begin play, timeline? Perhaps when it starts to render and save frames the animation already ended, or never start… what about making them spawnable from in a track, or control from the sequencer…
This is the sequencer, I duplicated the class blueprint three times to add different tags, parameters from the blueprint can be found under the default section right below the transform section on the right.
I transferred all the nodes from the Construction script into the Event graph and now everything renders perfectly, I have connected the starting node into Event Tick and Event begin play, many thanks @alberto for the hint, some of the other things I did, were to:
Switch the static mesh into static (it resolves the problem with static mesh from the blueprint not being displayed in the render)
Turned on the editable in sequencer ticks so you can access the blueprint properties in the sequencer.