Having issues running Blueprints in the sequencer

Just a really simple question here from a visual artist more than a Game Dev.

OK as an Example: I have a blueprint that rotates a cube at a given rate that works in game mode no problem, but is it possible to get the same BP to run inside a sequencer for rendering out?

I know this has something to do with Event Tracks but I can’t get my BP to trigger. I’m sure I’m missing something simple here.

FYI I know I can animate this with keyframes within the sequencer no problem but I’m really interested to see if I can do this with a BP.

If there’s a tutorial somewhere for this I’d be most appreciative.

I’ve spent days trying to get BP simple animations (rotations etc.) in sequencer, and now I believe it’s not really possible. Timelines, RotateMovement and all the goodies that work in game-engine don’t seem to work in sequencer.

I can see a reason behind some of that, i.e. real-time vs rendered, but I have to say that at the moment I just can’t see how someone (not a team) would render a scene in sequencer with multiple complex objects short of creating a bunch of animations by hand (as opposed controlling it via events/variables etc. as one can in BP).

I would love to be proven wrong.

–smm

Thanks for the reply. I mean, you can trigger other Blueprints ( say Niagara ) with the sequencer so it must be possible to do something like rotating a simple cube.

Still can’t work it out either though.

Yep, activate/deactivate, changing Niagara params and similar all works. But movement doesn’t.

TBH, I sort of can understand why, I guess the idea is that if you do want really an in-game scene, you can do a Take, but I found the interface for that just too messy. The problem I have with that is then I can’t really do the render to the quality I want (I think, I could be wrong here?), and that it’s just another way to do the same thing I’d have to learn.

–s