How do people do complex scenes in sequencer?

I’m trying to build a relatively simple scene now, as a test bed for my more complex cinematics. It involves a ship bluprint just moving - but the moving has a number of niagara systems attached to it, like funnel smoke, bow spray, cavitation etc.

Now, In game mode, it’d all work easily, with the NS in the blueprint, and activate right away, or via events on the BP.

But in sequencer, I can’t find a way to get the events on BP to work - I have to do all by hand, by creating instances of the NS outside of my BPs and running lifecycles on them. Because when I try to do it on the BP components (directly, but attaching it into track, or via events), it just does nothing.

So I’d like to find out whether there are any techniques that people use to simplify the whole thing (which I’d have thought BPs would do), or just keep track of tens/hundreds of items in the sequencer, synchronising their movement and all?

–smm

P.S. I got so frustrated with it a month back, I went to do it in Blender. Which is great, but render of my 10 min running time project would take well over a week to render (at best - that’s with sample setting of 10!), which is not really workable - even with a pretty powerful PC - 4070 GPU, 96GB memory.