This approach gives me correct first and last frames but not the current. Note - I am trying to avoid using a Level Sequence Actor, I would like to keep it self-referential, inside a Sequence.
What am I doing wrong here?
Hi @Max.Chen , Is there any way to get similar details about the active Shot Track in Editor mode to the data from the “Movie Pipeline” (eg “Get Current Shot Frame Number, Get Current Focal Length, etc”)?
is it possible to get current time of sequencer in actor blueprint, i can find display rate, start frame ,end frame in actor blueprint by referencing sequencer but cannot find current time there
Hi:) It does prints 0 after 0… but!!! After compiling blueprint RESTART sequencer, and do it always after compiling BP. Then it works. I just spend most of day on this node, and it’s working with no problem if you play a game.
make a cube actor for reference frame number (you can you even null actor too)
animatte cube in sequencer in any x, y or z postion animate from 1 to 2000 from frame number 1 to 2000 , make it linear (this will give you exact 1 to 1 position in each frame)
now get that cube in blueprint and get you animated data there
as you scrub your sequencer needle you will get exact from replica in cube x , y or z postion
you will get that x, y and z position in float trunct it to integer ,