Assigning animation to a blueprint skeletal mesh in sequencer

I’m looking at someone else’s project where they seem to have a sequencer containing a BP metahuman track, and an animation applied to that BP’s skeletal mesh track, and that animation plays without a problem when I scrub the sequencer. I’ve tried to copy their setup by adding a new BP track to the same sequence, adding a track for the BP skeletal mesh component, and assigning the same animation to the skeletal mesh component track. However, this doesn’t play when I scrub the sequencer.

I can add a new (non BP) skeletal mesh to the sequencer, then add an animation track to the skeletal mesh, and assign an animation. This also plays in the viewport when I scrub through the sequencer.

I can even right-click the BP actor that they already placed in the sequencer, go to “assign actor”, assign my new BP, and that animation still plays on their old track.

I just can’t seem to add my own, new, blueprint character to the sequencer and get animations that play on that BP’s skeletal mesh track.

Check and see if your Control Rig has been muted (right click it in the sequencer editor). At any one time, you can either use Control Rig OR use animations. You can, I think, do something where you bake an animation out to a control rig, if that serves you better.

I’m sure someone has figured out how to use both at the same time, I’m just not that cool.

So after spending a lot of time pulling my hair out I finally figured this one out.

Make a BP with two of the same skeletal meshes one as a parent and the other as a child. Make sure always tick pose and refresh bones is checked in advanced settings for both. Turn visibility off for the parent mesh, and also select hidden in game for parent mesh.

For the parent mesh chose “use animation asset,” not the animation blueprint. For the child mesh use an animation blueprint In the output of the animgraph select the node “Retarget pose from mesh,” then in settings check use attached parent. It will need a retargeter to compile. Click on the skeletal mesh of your character and select “create IK retargeter” For the skeleton chose the same skeleton as your original sk mesh. Select the newly created retargeter.

Now place the BP in sequencer. Select animation for the parent and ABP for the child (second pic.) You can also select control rig for the child. Now you can scrub the timeline and edit the exposed ABP parameters and control rig parameters as you please …

This took me a long time to figure out and happened to stumble upon it by accident. Not sure why it is so complicated. If anyone knows a better solution, would love to hear it!