I simply made actor ATestASC.
it has Actor Sequence Component.
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "TestASC.generated.h"
class UCameraComponent;
class UActorSequenceComponent;
UCLASS()
class CAMERAFRAMEWORK_API ATestASC : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ATestASC();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UPROPERTY(EditAnywhere)
TObjectPtr<UCameraComponent> CameraComponent;
UPROPERTY(EditAnywhere)
TObjectPtr<UActorSequenceComponent> ActorSequenceComponent;
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "TestASC.h"
#include "Camera/CameraComponent.h"
#include "ActorSequenceComponent.h"
#include "ActorSequence.h"
#include "ActorSequencePlayer.h"
// Sets default values
ATestASC::ATestASC()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
ActorSequenceComponent = CreateDefaultSubobject<UActorSequenceComponent>(TEXT("ActorSequenceComponent"));
}
// Called when the game starts or when spawned
void ATestASC::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ATestASC::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
Then, I created a blueprint that inherits from ATestASC.
But, if I clicked ‘open in tab’ in detail panel of actor sequence component,
Sequence is not appear.
just say ‘select a sequence’
if I add actor sequence component in bp, it work well…!
how to get Sequence in ActorSequencePlayer in C++
[Plus]
Is it possible to change only sequences dynamically in one actor sequence components?