I’m trying to do the same thing myself. I’m actually surprised how hard this is.
I can kindof understand since sequences seem decoupled from the level itself, and you can drag any sequence into any level. But it is a bit strange since I tried dragging a sequence into a different level once and had to actually reassign the actor references to new actors in the new level. I assumed it’d somehow figure it out from actor names, but it seems like sequences have a hard reference to a specific actor in a specific level anyway, so not really sure why a level sequence also can’t easily call level blueprints directly.
I also tried dragging a level blueprint function into the level sequence graph, and this put the sequence asset into some bad state where I couldn’t save the file. Must’ve been doing something weird with circular references. Unreal itself didn’t prevent me from performing this operation by disallowing the drag drop operation into this graph. Usually unreal fails to allow dragging things into incompatible blueprints.
I did end up having to create an interface for the level blueprint. In UE5 if I just make an event track not bound to any object, it seems to pass the main level itself as the reference into my function, and it does call the level blueprint that way. It basically requires multiple layers of function calls to get to the level blueprint. Maybe it’s a UE5 thing, but I didn’t have to do anything with a blast plugin, but I may check that out later.
Created an event track not bound to a specific actor.
Made sure to pass the bound object to the level sequence event’s parameter (Which I guess ends up being the level blurpint).
Calling the interface function since I can’t directly reference the level blueprint as a type in the level sequence.
Created an interface that has all the level blueprint functions.
Made all my level blueprint functions implement the interface.
Now I can try to create weapon reloading animations within the engine and control rig.



