I have created a Blueprint Actor (a rigged car) with a Control Rig and Skeletal Mesh in it.
I created a Camera Rig Rail and attached the BP Actor to the Camera Rig Rail using the Sequencer.
I keyframed the Current Position on Rail property from 0 to 1 to make the car move along the rail.
Everything looks as it should in the Viewport. However, when I try to render an image sequence out of the Sequencer using the Movie Render Queue the Blueprint Actor doesn’t move along the rail. It stays at the 0 position even though other actors in the scene are animating as they should.
There has to be a simple solution to this problem. Everything looks amazing in the Viewport. But when I try to render, the BP Actor just sits there and doesn’t move.
Unreal Developers, please help and or fix this issue.
I have the exact same issue. I saw somewhere online it mentioned turning your sequence into an animation, then adding your skeletal mesh to the sequencer with animation. Im new to Unreal and I haven’t been able to fix this for weeks.
Here are a few things you can try to troubleshoot the issue:
Check the unit of measurement for the Current Position on Rail property. Make sure it’s set to a value that matches the unit of measurement for the rail’s length.
Verify that the Blueprint Actor is properly attached to the Camera Rig Rail and that the rail is properly set up in the scene.
Check the sequencer to ensure that the Blueprint Actor is keyframed correctly and that the movement is being driven by the rail.
Try to disable the Surface Snapping feature in the Viewport, as it might be causing the issue. To do this, go to the Viewport settings and disable the Surface Snapping option.
Finally, you can try to reset the Blueprint Actor’s position to 0,0,0 and see if that resolves the issue.