I would love to be able to move about my map especially in a cinematic viewport and have all my auto-playing sequences play. This would be especially useful for creating fly-throughs for map submissions, but also to just get a good sense of the map while in UEFN.
When will Animation Blueprints or a similar system come to UEFN? Iām asking primarily because I want to be able to change the player character model or create my own skins.
Cinematic Sequences do not seem to work the same way as they do in the Unreal Engine. There is no way to keep the animated objects in their final position after the sequence is finished. Is there a fix for that?
We have recently fixed a bug where morph targets were failing validation. This fix should be ready in 25.20. Additive animations are planned to be exposed in the future.
Control Rig can be used to create animation on a digital skeleton inside UEFN. Once a Control Rig is created, it can be dragged into the level to launch Sequencer and start creating animation directly in UEFN. Animations can then be converted into Animation Sequences and used for gameplay animation.
While the Cinematic Sequence Device has a checkbox to restore store, this isn't an override as each track have their own keep/restore state property. This can be found by right mouse clicking on the track/section in the timeline and changing the "When Finished" property
One of the main usecases is being able to have another section that is additive for only a certain amount of time. So for example after using Bake to Control Rig, if you wanted to make an additive for a specific range in time to do some edits, you can make an additive section for the specific frame ranges and just have that additive section evaluate then. This doesnāt just apply to Control Rig tracks, but all blendable tracks (Transforms)
Could you clarify or give an example by what you mean for tracking a state of a transform? Are you trying to query the raw values before the second sequence gets played?