Hi Max.Chen, thanks for the tips. However, I have tried both ways to insert particles in the Sequencer but both have failed. When I bring the particle into the Sequencer as Spawnable, nothing happens when I hit the play button or scroll the timeline bar. I have tried adding the Particle Toogle Track and setting it to Activate and adding ParticleSystemComponent>Autoactivate but both ways show me just an inactive emitter. If I bring it as Possesable it will play perfectly, the problem to have it as Possessable is that it will keep playing in previous and following Level sequences (I use a “main” Level Sequence and inside it I am adding all 60 shots, each shot in one Level Sequence), and I have yet not found a way to just hide it. I tried to animate the Activate/Deactivate Toogle track and even animating its location to go down below the ground to hide it somehow before and after the Level Sequence range, but it will always snap back to the initial location and hence continue playing during all 60 shots. Is there a workflow about this that I am missing? If it is not much of a trouble for you, can you guide me through the specific process of adding a particle emitter into a Level sequence so that it plays only in that Level sequence and not in the previous/following ones? Or at least if it is possible to create a Level blueprint to specify that I want the particle to play only during specific Level Sequences and how? I will appreciate a lot your answer, thanks for your time!
ps. by the way, the links and tips you shared above are really helpful for having a cleaner workflow, thanks for that, now it is just the particles which are giving me trouble.