Event trigger for planet moving on circular spline


Hello,

I am building a cinematic solar system sequence with the planets turning around the solar orb.

Each orbit is constituted by a circular spline, and I have a BP for each planet to set the movement of the planet on the spline, to simulate the rotation around the sun (using a timeline).

The BeginPlay event (in all planet BP) is connected to a custom event (called “move + name of the planet”) and when I start the simulation all the planets revolve around the sun in their orbit.

Up to here everything is ok.

Now the question.
Having to create cinematic sequences and not a videogame, how do I set up the blueprint to start it via the sequencer?
I have read that I have to use the event trigger in the sequencer and I have try to do it in this way: add the BP of the planet in the sequencer, add event trigger, add keyframe, properties :arrow_right:quick bind :arrow_right: name of the BP :arrow_right: Class :arrow_right: name of the custom event that start the movement . (call in editor checked).

Does not work , my planets do not rotate (except if I start the simulation of the game).

In the blueprint page I can see that the process stops once it reaches the timeline.

What I am doing wrong?
Someone can help me to find it out? I would be very grateful!

Thanks .

Giancarlo


With blueprint and the editor theres only so much that can be done outside of a play/simulate mode, since internally the engine isnt handling world tick events etc if your not actively playing the map.
If you want it to be run purely through sequencer outside of play mode you will probably need to send along the frame or progress of the sequence and directly set locations etc from that

1 Like

Thank you for the reply,
I will investigate to try to find exactly how to do it or maybe using the sequence recorder to capture the scene.

grazie
G