I am trying to automate some sequence creation via editor utility widget and Python and have hit a really frustrating wall. At the end of the day I’d like to create a sequence with spawnable actors so it can easily be used on multiple levels.
I can add an actor either as a spawnable or possessable to the sequence, but I cannot find how to add a track for one of the actor’s components. In the sequencer you add it just like any other track, there’s just an additional section listing all of the actors components, but I’ve looked via blueprint documentation, python documentation and even C++ and cannot find an equivalent function.
I’ve also tried referencing the actor component beforehand and adding it as a spawnable. Although it returns no errors nothing happens and the returning binding proxy is null. I can add them both as possessables, but then there’s also no way that I can find to convert them to spawnables via script
The closest work around I’ve figured out(as I was writing this actually…) is to add the main actor as a spawnable from instance, then add the component as a possessable from instance which also adds an additional possessable version of the main actor. I save that possessable actor as a variable, re-parent the component to the spawnable, then remove the old parent.
This ‘appears’ to work but seems really hacky, and I’m worried down the road something is going to break. Hoping someone more experienced could help out. I don’t know if I’m completely missing the obvious answer or if some of the sequencer functionality just isn’t exposed currently.