This is curious, because I can tell you for a fact I’ve used Sequencer to trigger events that drive a timeline and effect setpostion on an animation and a bunch of other stuff.
In a lot of ways I’d recommend using Sequencer instead of timeline for sequences because you can more accurately key your results. Mixing real-time and sequence can cause some messes
The one note I will add, is that testing your game in-editor with the Sequencer window open has some really interesting side effects. If your sequence animates your character, the animation will be stuck wherever the slider is in the sequencer window, even if the sequence hasn’t been triggered yet. Generally you can control almost everything via sequence as long as the sublevel is open(if you use sublevels) and referenced correctly, but this also means this side effect can alter anything you are keying. If you encounter this issue it’s best to close the Sequencer window before running your test.