Hi all!
I am working on a modular cutscene system to activate or deactivate the visibility of the tracks on a Level sequence. I am trying to make a single level sequence containing different characters (Who have different skeletons) and being able to “swap” them from the details panel of the cutscene trigger.
My current process is:
I am using a blueprint to trigger the cutscene, in the blueprint I have an enum list exposed as a drop down menu so I can choose which track in the level sequence I want to be visible. Then this selection will hopefully be sent to the level sequence and through a switch select which track is set to visible.
In the level sequence I have created an event trigger track for every skeletal mesh so I can store it as a variable (not sure if there’s a better way to achieve this).
In the past I have been able to send sequence director events to blueprints without any issues. Is it even possible to communicate from a blueprint to the sequence director? I have tried both casting and trying to make a blueprint interface but the sequence director doesn’t seem to receive any signal.
Is anyone able to give me a hand with this? I have been googling but couldn’t find someone with a similar issue.
Thanks in advance!