I was wondering if there was a way to pass actors to sequencer that might not be spawned yet. For example, if I had a game where I wanted to play a celebration animation with camera cuts and all of Sequencer’s goodies but I want to pass the actor dynamically (since I might have multiple players or multiple characters). Is there currently a good way to do this? I think the way I would do it right now is to have the Sequencer sequence send events that the characters receive triggering the animations on their end but it would be nice to do all of it in Sequencer.
Thanks
We don’t have an API for dynamically binding actors at run-time in the current release of Sequencer, but we also need this feature internally, and it’s on our to-do list.
Thank you for the quick response. I think my workaround should be fine for now but it will be a great addition to this awesome tool. Thanks for all the work you guys put into it, it really is amazing what you can do with the engine.
That would be a great feature to add !
I also intended to create a “generic” animation with sequencer based on a pawn or point of reference… and to apply it wherever and whenever needed.
I was hoping that through BP or C++ you could for instance access the CineCameraActor from the LevelSequence, and then set a parameter to add an offset to the camera transform for all keys.
Otherwise, if the movements aren’t too complex, there is still the possibility to procedurally create those “generic” animations and to apply them to the pawn/character camera… not as nice as using sequencer but it would do the job.
any news regarding dynamic actor binding in runtime?
We are also in dire need of this functionality. +1
Yes please! +1
May I ask what workaround you’ve found?
UE4 allows to re-bind actors.