Hi @Max.Chen, thanks for your reply. That’s great to know.
I guess what I am trying to do is somehow unusual so I am not sure if I am going in the right direction.
I have a blueprint actor with some geometry that I wish to animate procedurally driven by (ideally) the shot time (as driven by the sequencer). Right now, I am actually exposing a variable on my blueprint (exposed to cinematics) and I set keys for it on a sequencer track. That does the trick, but… I run into situations when I adjust my shot and I have to re-key values to match the new frame range. I tried other approaches like creating an event track with an event that fires off every sequencer frame in the hope that I would be able to retrieve from my blueprint the time of the shot (or global sequence time) where the event was triggered.
I get what you are saying re. being able to read time only from editor blueprints. It makes sense. However, do you have any other suggestions on how I could better approach the problem I am trying to solve (alternative to keying a time variable on a sequencer track).
Thanks a lot beforehand!!