How to trigger an event after a Sequencer finishes playing in a BP Actor?

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?

Hello @e7de84f7c71249dc8a21a7d1f05899f3 how are you?

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.

Then I added a Key on that Track in the last frame of the Sequence using that.

Inside my BP_WidgetSpawner, I have this event:

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.

And that’s it! It will trigger the chosen event when the keyframe is reached!

Here you have a little sample video of it working:

Hope this helps you!!

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Bookmarked this for future references. I probably need this in my game. Thanks

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This is very useful. Thank you for sharing such a great method!

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