Current Frame of Custom Sequence Track?

No responses yet?

I managed to get it working in the editor by storing the sequence directory in the gamestate, and having the custom track query the gamestate through the actor its attached to … my characters lip sync properly based on that, since I can get the current frame and the time passed that way.

However, when I use MovieRenderQueue, the characters mouth stops moving. My eyes blink so I know the morphs are working fine, so it must be this system breaks.

Definitely would love the right way to do this …

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