Is it possible to use multiple animation slots in sequencer to layer animations?

Yes it is possible. The way that I do may not be the most elegant way of doing it but it works.
I think there were 2 challenges:

  1. To have my character’s anim blueprint to be able to obey inputs either from a pawn controller or sequencer.
  2. To filter out morphing animation out of “whole” (body + morphing) animation sequence.

Here’s what I have:
In my character’s animBP > anim graph, I have a simple state machine to combine animation poses from different animSlots

254295-seq1.png

And In the state machine, I have 2 states: a state for animations from a regular inputs(a gamepad in my case) and the other state to be piped in from Sequencer. Note that I’m using a simple boolean variable to change between those states.

In the “Sequencer state”, I used a “layered blend per bone” node that filters one literally useless bone that influences nothing. In other words, it will filter out all bone animation keyframes. Also note that there are no base sources to those slot nodes because we’ll get animation inputs directly from Sequencer later.

In Sequencer, add my character’s animBP, NOT the character BP.
And go into each animation track’s property > set anim slot to a proper anim slot name

That’s it. I hope that helps.

1 Like