We’re using Unreal for broadcast AR/VR/XR, and would like to take advantage of the motion design features. The normal course of action would be rundowns and remote control settings, but that doesn’t work for our workflow. We could be running the same thing on a dozen or more render engines, and we already have established operator interfaces we use.
I can access and control text 3D and image components, pretty much anything I need to set, I just can’t seem to get a reference to the motion design level’s sequencer.
Responding to my own question with perhaps a clarification.
We want to create a series of Motion Graphics levels that are sub-levels of a master level in order to play back some live elements for broadcast.
Motion Graphics levels have their own sequencer that allows for manipulations, for example on cloners and effectors, that normal level sequences do not allow.
So the question is simple - the sequence must live somewhere, and there must be a way to access it so that a blueprint “Controller” in the persistent level can find the level’s sequence player and play it, but I simply am not having success in finding it.
The Developer Assistant keeps referring to level sequences, which are not the same thing.
I can find AvaSequencePlayerActors in the running project, but these don’t seem to be directly accessible.
To summarize: I’d like to write a blueprint that, given the name of a motion graphics sublevel, finds that sublevel’s sequencer and can then manipulate it (play, rewind, etc.).