I haven’t had any luck finding a example of setting up the event delegate in C++ to handle events that fire as a sequence event track plays. From the level blueprint, I was able to create an event binding for the event track custom event and invoke some underlying C++ code but how can I do the same thing in just C++ code?
+1 I too am in need of writing a custom event track. preferrably in c++. this answerhub (Sequencer - How to create custom track - Cinematics & Media - Epic Developer Community Forums) hints at its possibility but it would be super to have some concrete steps to follow if not an actual example.
You should make your function Blueprint Callable:
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Then Add your actor to your Level Sequence; doesn’t matter if it’s C++ Class or Blueprint Class Derived from that C++ Class. Then add an Event Track to that actor in sequencer:
Then you should create key(1) and bind event(2 and 3) to that key from your actor by right clicking the key:
By creating new keys you can call the event multiple times. But remember: Sequencer’s timeline is in Frames. If you won’t mind this you might not be able to see the events fired. Because they are firing to rapidly.
To change the sequencer’s timeline to seconds:
1-> Press the 60 or 30 FPS in Toolbar.
2-> Then hover your cursor over the **‘Show Time As’ **option and click to the Seconds.
I know this is a old entry but i came across this while i’m looking for something else about the sequencer. In case anyone else has the same problem like you guys had, i wanted to share what i know. I hope this will help someone in someway.