I want to create a node that executes after the Sequencer finishes playing.
In this screenshot, the nodes are inside a BP Actor. When I test it, the Sequencer plays correctly, but nothing happens after it ends.
Is the reason because I’m playing the Sequencer inside a BP Actor instead of the Level Blueprint?
You can perfectly trigger the Sequencer inside an actor, that’s not the problem.
To trigger an event from a Level Sequence, the best way is to add the Blueprint where the event is to the Sequence itself. For example, I added my “BP_WidgetSpawner” actor, and then, I added an “Events” Track of type “Trigger” to it.
Back in the Sequence, you can right click on the Key you added to the Events Track, then click on “Properties”, click on “Unbound” after that, and lastly you have to move to “Quick Bind” and search for the event you want to trigger.