I’m actualy working on a game, where I need to stream sublevels by blueprint.
In these sublevels I use levelsequences to animate different kind of objects.
When I try to animate an object having it’s own blueprint class derived from actor class, I get the problem that during runtime the animation won’t affect the object. In the editor the animation looks right. Objects without blueprint classes work properly.
I got this problem in several different cases. They all have in common, that the sequence and its affected actors are part of an streaminglevel, that gets loaded by blueprint.
I uploaded a sample project here: http://www.soulpix.de/dl/unreal/SequencerBug.zip, where I reproduced the problem in simple form. One sequence controlls two objects in a streaminglevel. One object with its own blueprint class the other one is just a cube. The blueprint one doesn’t get animated during runtime.
I hope this problem can be solved.