blueprints not working in renders

Hi,
i am rendering a cinematic scene in unreal sequencer. i have a blueprint that changes direction of directional light and visibility of certain lights in the scene using construction script using a variable and have exposed those to cinematics. Also changing the material parameterial on light object to turn on and off emissive material using boolean. have set sequencer to rerun construction script and have set run in sequencer in my blueprint class settings. i am using editor utility blueprints. everything works fine in sequencer. i have key framed my directional light and other exposed variables and everything changes correctly in playback. But when i render it blueprints changes are not taken into account. my directional light stays static and my light visibility doesnt chages when i render with movie render queue or with legacy renderer. please look at the link below with screen shot of editor and render for the same frame.

https://drive.google.com/drive/folders/1se5ygsD__AB5K_B0vOjbQU2vuzcTqyZR?usp=sharing

2 Likes

Solved: just needed to connect all the nodes in the construction script to event tick. It somehow tells movie render queue to run blueprints and check its value at every tick.

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I have all my nodes connected in construction script, but I still have this issue with one of my BP classes.

i am not sure but connecting the same node setup i had in construction script to the event tick in event graph solves the issue. please check the class setting if “run in sequencer” is enabled in it.

THIS, this was it, saved my life. Thanks! Thats so lame of Unreal. If it visually updates in the editor why would the editor not be 100% WYSIWYG with the render output. And Then there is nothing to tell you that once you start key framing blueprint variables in sequencer. At the very least a warning message of some kind would be nice the moment you keyed any single variable in an actor blueprint.