[HELP] How to make simulation of my BP work in my sequencer ?

Hello everyone. I’ve made a small BP for simulation light movement. It works great when i press play button. But i cant get it to work in sequence.Watched a lot of different tutorials on youtube, but they were more about simulation single component. Take record didnt help either… I guess there should be some logic driven behind my BP, but witch one exactly…
please help , thank you!

please help =)

upup

Step 1:
In your blueprint create a function and name it “SETdoSomething”
(It’s important to prefix the name of your function with SET)

In the details panel for the function, tick Call In Editor

Also in the details panel, add an input…I will use a bool for example.
Note: The input variable name doesn’t matter. I will leave it as “NewParam”

Step 2:
Create a variable named exactly the same as your function → “doSomething”
(Do NOT prefix it with SET this time like you did with the function)

I’ll make the type a bool type to match the input type…but you could use other variable types as well so long as they match the input type of your function

In the details panel for your variable, tick Expose to Cinematics

Also be sure to click the Eyeball icon next to the variable to make it public and show up on instances

Step 3:
In sequencer drag your blueprint from the outliner into your sequence
Then hover over the + icon until it says track and click → properties category → Do Something
Scrub your timeline and add a key frame

Now, as you scrub the timeline, the variable will be updated and fire off the function you have it set to.

Note, this will call the function each frame of the sequencer timeline so it’s kind of like using event tick.

2 Likes

Thank you very much for making it 100% clear

its dosent start smiluation(

Here is another way using the same method that may be easier:

1.) Create a custom event (we will come back to this later)

2.) Create a new Function with the prefix “SET” and then a name . I am using SETdoStuff

  • tick the “Call in Editor”
  • add an input, I am using a Float variable as the input and leaving it named NewParam by default

3.) Create a variable of the same type as the input type on the function. Then name it the same as the function without the SET prefix. For me that will be “doStuff”.

  • tick “Expose to Cinematics” and the little eye icon next to the variable so it shows up in the blueprint

This variable “doStuff” is what we are going to keyframe in Sequencer.
Each frame in sequencer, it will check this variable and fire off the result to the function we made earlier.

The “SET” prefix is what tells the engine to do this. That’s the magic.

Sequencer will tell the input we created on that function (“NewParam”) to be the value of the “doStuff” variable that we are keyframing.

In other words “NewParm” will have the value of “doStuff” we keyframe in Sequencer.

4.) So let’s grab that information and then call our Custom Event

5.) Now we can use that information in our custom event. for this I’m just going to print the information to the screen

6.) Drag and drop your blueprint into your scene.

7.) Drag and drop your blueprint from the outliner into the sequence

8.) In sequencer, track the “doStuff” variable and keyframe some values

9.) Now scrub the timeline and the Custom Event will fire off

I’m using this to drive a weather system that goes from Summer to Winter. As I scrub the timeline, the season changes

This is how my custom event looks:

And this is the “SET” function for it:

As you can see, it’s not super complicated…it’s just understanding that the SET function fires when it’s corresponding variable is changed.
winter (variable) → triggers SETwinter (function)
newParam (SETwinter’s input) is defined by winter (variable) from Sequencer
The input and the variable you drive it with must match type.

This works in-editor as I scrub the timeline. If you want to happen when you run the game, then just drag and drop the sequence you created into the outliner and tell it to auto-play

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