How do I call a BP function and pass a changing float parameter to it in a single Sequencer track?

I have a simple blueprint function that takes a float value (from 0 to 1) and animate stuff.

I can make sequencer repeater event and bind it to “update“ function that triggers my function that takes a float parameter which exposed to cinematics. And make 2d track that change this expose float parameter at the same time.

It looks like very dirty solution.

Is there a way to pass through the repeater event some changing values? (instead of passing a constant value from start to end…)

You could add a float property (make sure it is Instance Editable and Expose to Cinematics) on an actor blueprint, animate that float property in Sequencer and access that float property on the actor in your event repeater function.

So its the same 2 tracks as I mentioned. I mean the main problem is if I change length or move repeater track → I need to remember that somewhere I also need to change another track with changing float and it looks awkward to me.

Basically I have a function that do stuff based on its input float value - I want to control this function(for a long period of time) using only 1 sequencer track so it easy to change.

Inside the repeater track, I can set a float value that can be passed through the repeater event in the Sequencer events, but it is always a constant value. I don’t understand why I can’t set a changing value inside the repeater like I can with any other track.