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FAQ: Sequencer - General

Apr 7, 2021

Is there a way to conditionally enable or disable tracks in a sequence at runtime?

  • We have plans on the roadmap to make this easier, but we don’t have a timeline for our implementation of conditional tracks. Our current efforts for evaluation have been focused on performance using data-oriented evaluation, which should make feature development for conditionals more straightforward and performant. The new data-oriented evaluation is in its early stages for 4.26. In the meantime, subsequences are easier to enable and disable, so they are generally used as a solution instead.

How do I change which actor a sequence applies to at runtime?

  • Sequencer allows for dynamic bindings with overrides. Overrides allow the sequence to animate a different object in the same way, but doesn’t support animating an actor differently based on which actor it binds to. The most straightforward approach is to use Tags. Here’s the docs page outlining the process. Tags allow for retrieving dynamic bindings at runtime that you can configure in your sequence.

How do I prevent textures from popping when cutting cameras?

  • You can add pre roll frames to the camera cut section to send the location of the target camera to the streaming manager, so there is time to load textures before the camera cut happens. This can also be achieved with subsequences. Both the camera cut section in the subsequence, and the subsequence section would need to have pre roll in this case. The defaults for pre roll are editable for automatically building this in to your workflow, and Python or Blueprint scripting are other options for automation.

How can I avoid skeletal animation, physics and animated parameters not always transitioning smoothly when going from gameplay to a sequence or from one sequence to another?

  • We are working to improve this, starting with camera blending for 4.25. In earlier versions of Unreal, relative tracks should allow for a manual way to blend into the sequence’s values. Animations can be blended if you play the animation on a slot through the sequence. This will allow the animation blueprint to handle the blending/transition. Physics is still an area we need to work on, and is generally done on a case-by-case basis.

Is there a way to control the priority of sequences?

  • The current system has a bias that can be applied to sequences within the same hierarchy (sub sequences within one master sequence), but this does not extend to sequences outside that hierarchy. We have plans with the new evaluation system (introduced in 4.26) to resolve these issues by allowing a user to control how sequences should blend, and evaluating all sequences together, rather than separately.

How quickly can we iterate on root motion animations in Sequencer?

  • As of 4.26 there are tools that should improve working with root motion in Sequencer. Animation sections now have Motion Blending options to match bones to their position in another animation section. Offsets can now be specified in the section’s properties to adjust the root motion in the sequence.

Can the master sequencer play multiple sequences at once in layers like Photoshop instead of one after the other like Premier?

  • You can do this by using a subscenes track instead of a shot track. Note that if two sequences in the same hierarchy animate the same actor, one will win out over the other based on the Hierarchical Bias (Right click on the subscene or shot section > Properties > Sequence > Hierarchical Bias). A higher bias will take precedent.
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does that Heirarchial Bias have the ability to do additive animations on transforms? or is it just override?

Tracks in different subsequences that ultimately have the same hierarchical bias will evaluate blended (ie. with additive). So for example, if you have a cube that has a transform track in two sibling sequences and they both have the same hierarchical bias, both tracks will be blended and evaluated together.

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