If I drop an animation sequence into a level sequence, it essentially brings the keyframes into the level sequence so the rich curves can be used for interpolation instead of the basic linear interpolation that occurs running an animation sequence directly. IE, if I bring in a 30 hz animation sequence into a level sequence and run it at 100 hz, it will interpolate it smoothly versus the linear interpolation that occurs with just executing a 30 hz animation sequence with a framerate set in Unreal at 100 hz. Hopefully that makes sense.
Also, we have a need to sync the animation playback with some external audio/video. Currently we are using the sequence evaluator to do this with animation sequences. If we move to level sequences, do we have to worry about drift in the same way as the animation sequences? Our Windows system clock is synchronized to the external systems using Mineberg, so it will always be in sync.
For the first ask, thanks for the suggestion. Unfortunately, we can’t support this right now, as the teams are working on unreleased features and roadmap plans. I did pass this on to the dev team, though, and they’ll consider it as they plan the next iteration of cinematic tooling. If this is something you need I would recommend looking into the FBX import pipeline and intercept where the reinterpolation happens and seeing if you can get the bezier curves through to the transform tracks.
For your second issue, you’ll want to try setting your level sequence’s Clock Source to Relative Timecode then in your project settings try a couple of options:
Open Project Settings → Engine → General Settings → Timecode.
Leave Timecode Provider empty and turn on Generate Default Timecode.
Set Generate Default Timecode Frame Rate to match the external A/V, ideally the sequence’s display rate too.
Under the advanced options, Generate Default Timecode Frame Delay lets them dial out the fixed display latency once they’ve measured it.
Set Timecode Provider to System Time Timecode Provider
Both of these should attempt to use the Systems Timecode where you are syncing everything to Mineberg.
For the first item, it was more of a question. Based on testing, it appears that if I bring in a 30 fps animation sequence into a level sequence, and then set the framerate in the level sequence to something higher (may 100 fps), it seems to interpolate correctly instead of the simply linear interpolation that occurs via the animation sequence (or even with a level sequence if I keep the level sequence FPS at 30, but set the Unreal frame rate to something higher.) I’m just looking for conformation on this behavior. Thanks!