Is it possible to change start and end transform of a sequence at runtime in blueprints? If I have a cube keyed only at frame 0 = rotation roll 0 to frame 30 = rotation roll 360, set to play looping, the cube spins in position in the level (or blueprint, if using an actor sequence component in an actor sequence).
I would like to have a Start and End actor positioned in the level, and use the transform of each as a start and end transform for the level sequence. Is this possible?
Within sequencer, there isn’t a direct and easy way to do this. You’re correct that the dynamic transform is more like a placement stage. Where more of what you want is a dynamic layer of motion.
There are a couple of ways to do this that would need a bit of experimentation on your part, all are external to sequencer. I’ll highlight some of the thoughts and potential pitfalls.
Using a sequence to play to a bound object. You can, in the actor or another blueprint, drive a lerp between the bound object’s start and end positions. The main thing you would need to do is when you go to start the sequence, (which you want to do in blueprint) you can gather the length of the sequence to handle your how long your lerp lasts. This is the most straight forward though.
You can modify the transform keys of the sequence before playing it from the blueprint that starts it. This method is risky, though; you would modify for all instances of the sequence.
Using the method at the bottom of the article you linked, you could have an actor attached to spline and then attach the level sequences transform origin to that actor, then have the spline actor move along the spline based on how far along they are in the sequence. This is probably the easiest to control, but you have more moving parts.
You could dynamically bind the transform of your object in your sequence to an object in the world that is interpolating. Again, though, you would need to handle the timing of the start and the end to match your sequence length.
Hopefully, this gives you some ideas. There are some more complex options as well, but they would require creating a new track type using the track extensions.
No, you will most likely need to use one of the approaches above to handle your scenario as the motion design tools won’t be able to handle interpolation of an object like that. It most does fast interpolation on particle-like meshes for the system.
Hi, thanks for the suggestions I’ll give them a go. I did have a thought - is this possible in the new motion design system? Or does that use sequences in the same way?
Dustin would you be able to provide a test 5.7.2 project to demonstrate point 1 please - using a sequence to play to a bound object? I’m struggling to get it working at my end. Thanks.