Call Custom Events on an Actor BP from Sequencer?

I’m kinda stuck in this one… trying to read and see every video about it but I still can’t get it to work.
I know it has something to do with the Events Track and tracking events on the Sequencer Window… but I can’t figure it out.

I have this “Fan” ActorBP Placed inside the level, with a Static Mesh Component and a Rotating Component deactivated.
Inside the Event Graph I have a “StartFan” Custom Event that activates the Rotating Component

If I wanted to Call the “StartFan” Custom Event from Sequencer so the Mesh starts rotating. How should I go about it? (without implementing intefaces or calling the Level Blueprint, just direct communication with the placed actor… if possible :slight_smile:

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Ok, so I finally made it work.
Added the Fan BP to Sequencer

Added Track / Event on the BP (in the Sequencer object thing… inside the timeline, to the left)

Added a keyframe on the track event… (Following the tuts I changed the Event/keyframe type to “Create new Endpoint” and from the Sequence Director, inside the new endpoint I fired the StartFan Custom Event)

as seen here

and everything worked as expected…

Now… the problem was that I couln’t see it working when scrubbing the timeline. Once I play the level it works.

I know there is some kind of “Call in Editor” on the custom events that might solve the problem, but I can’t get it to work, if somebody can explain that part (seeing the results of the events firing without playing the level in PIE) that would be da bomb!

cheers!

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You need to bei at least in Simulating Mode of the Editor. Your Fan Spin ist Not Controller by sequence but with a component which needs the Editor to Tick. You could also die the Rotation via a Material function which would Work without Play/Simulation or Spin the Rotor via sequencer

That’s interesting… I though the play button on the sequencer was the same as simulating in editor… for some reason
Makes sense that is not.

So… if I wasn’t using the tick, say I was calling a custom event for changing materials on an actor or doing math I should see the changes in the viewport scrubbing the timeline without playing

but if I have a timeline changing stuff or a component that relies on the tick It shouln’t