I would like to animate some properties of a UObject based object using sequencer. I am doing it with c++ and blueprints - creating possessable, binding object and creating track/section/keyframes with c++.
If the object is based on Actor - it works, but it it’s based on UObject, then it does not.
I suspect it might be something related to the thing that Actors get spawned in world, but my UObject is Constructed from class (I’m instantiating them in blueprints and both are referenced by another actor which is in the world).
Edit:
I tried adding UObject as a property of an actor, binding the actor to posessable and animating UObject property as “myobject.property” , but when doing this, this makes object invalid as soon as sequence player gets created and everything crashes when trying to access my object..
Any ideas or pointers would be greatly appreciated!
Thanks,
Gatis