how to add actor component to sequencer via script

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.

small update: I’ve been working on this some more and it seems to be working fine. I’ve got the basics of the tool working from start to finish, but there is a warning I’m getting that is bugging me

sequence_cam_v2_2 has natively added scene component(s), but none of them were set as the actor’s RootComponent - picking one arbitrarily

I don’t get this warning when the original actor is spawned in the world. It shows up once I create a spawnable from the instance. I’ve read that in C++ spawned actors need to have their root component set, but I’m not sure how to go about this. It’s a blueprint actor and I’ve turning “auto activate” on the default scene component or adding nodes to try and set the default scene root even though its already set… but the warning persists. It doesn’t seem to be hurting anything but I get OCD about errors and warnings.

Did you get any further with this? I am currently trying to do the same thing. So far my EUW is blueprint only…I have the additional sequencer scripting plugin enabled.
I went ahead and tried your solution of spawning an instance and then adding another possessable instance and parenting the component under the spawnable and it seems to work, but wondered if you ever found another solution?

Sorry for the late response. I haven’t been to the forums in a while.

I have not found another solution but the tool has been working without issue so i haven’t been pressured to pusue it further.