I am trying to animate a Blueprint property, but it doesn't render properly in Level Sequencer


Please help :sob: I am trying to record a cinematic and I need to change some parameters of BP_Particle_Fireflies (from free “Particles and Wind Control” asset)
I activated “Run Construcion Script in Sequencer” and chose “Expose to Cinematic” on a parameter I want to change.
I animated the value of a parameter in Cinematic Sequencer, BUT…

  1. It is not changing in real time when I hit play in Level Sequencer, it just disappears! It appears again when I turn off “Run Construcion Script in Sequencer”
  2. BUT! I can see changes when I manually drag my red slider on the timeline. I thought that it is just the problem in the absence of the possibility to play it real time, and I thought that it will eventually render in Movie Render Queue, but no… It renders without changing

I found some answers under this YT video How To Expose A Variable To The Master Sequencer In Unreal Engine - YouTube
and one guy comments a solution to simular problem as mine:
“I found a solution. You have to copy the nodes in the script to the event tick in the event list, so that the Sequencer rendering is the same as the real-time preview”

But I still don’t get it. How do I do that? Should I copy from “construction script” or “event graph” of my BP to a level Blueprint? Or where? It doesn’t allow me to copy. I am confused, please help…

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Try to connect to Event Tick instead of Event BeginPlay

I have been wrestling with the same thing the whole day…

And I’ve found a solution - kind of. Well, more of a sweaty workaround.

In many cases copy/pasting the blueprint nodes from construction script to event graph and then hooking the whole thing to event tick works, but my blueprint for circular array did a mess in this situation.

So what I did, having just a sequence of 210 frames is simply taking high res screenshots frame by frame and then reasamble them to make a movie. Kind of a brute force approach, feelin exhausted, but job done.

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I realized that the problem is with option run construction script in sequencer, and when this option is unchecked, the rendering problem is solved. But I did not understand the cause of this problem :sob: :sob: :sob: :sob: