How to instance a SubSequence multiple times in a Master sequence using transforms relative to their LevelSequenceActors??

Honestly not sure if this is a question of how to do this, or a matter of making a feature request if it’s not yet possible. Anyways…I really want to create easily-reusable cinematic prefabs to make it much easier to populate something like a crowd shot, spaceship/plane dogfights, background soldiers on a battlefield, and other types of common background sequences that you might find in rendered cinematics.

I really want to be able to create a single Level Sequence, add a few Spawnable characters and VFX assets into it whose transforms are always relative to its Level Sequence Actor in the world, and then offset several instances of this Level Sequence in the world. So if there are 5x instances of a small “crowd” sequence, each crowd will spawn relative to its “parent” instanced actor. If I make a change to the Sequencer Timeline of one of the sequences, it copies over to other sequences. Think of a Level Instance Actor, except for Cinematics! Now how cool would that be? :slight_smile: I REALLY hope it’s possible but idk how to best go around doing it. Bonus points if I can keyframe the transforms of all 5x instances in a MASTER sequence, reposition/animate the position of each instance (e.g if an instance is attached to a vehicle), and then offset the start/end times of each instanced SubSequence in the MASTER just as you usually can in the Sequencer timeline. Instanced Sequences could also therefore be added to any level (all the assets within the Cinematic are Spawnable, so it works) and reused several times in the same scene, even in the same shot and retimed in the master sequence. Does anyone have any experience with this? AFAIK right now, UE5 makes it a pain in the ■■■ to simultaneously instance several subsequences in a master. I can’t for the life of me figure out how.

sorry, no answers here - i’m bumping this because i have this exact same question / request! i had this thought and in my head it looked exactly the same way the original poster has imagined it; literally nothing more than a regular sub-sequence track which comes with it’s own transform track, which transforms / keys a theoretical root, to which all the actors in the sub-sequence are bound.

Right now, i’ve got a whole bunch of sequences which i need to duplicate elsewhere, then alter the transforms of the actors within, then add those as subs to a parent.

it would be so much simpler if i just had the one generic sequence (in which all the action is happening at or around 0) - then it gets called into a parent sequence, and the parent sets the location of the root - exactly like OP said, this is basically the same as calling a sublevel and apply offsets to it under the persistent.

Fingers crossed something like this is possible soon.

Take a look at the new Transform Override on Subsequences and Shots feature for 5.5. Highlighted at time 3min in this video:

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