Hi everyone,
I’m facing a sequencing issue in Unreal Engine 5.5 for my shortfilm and would really appreciate any guidance or suggestions. Here’s a detailed breakdown of what’s happening:
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I have two separate environments:
- A mountain level for a fight scene.
- A river level for a swimming scene.
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Each environment is saved as an individual level in my Unreal project:
- Mountain_Set
- River_Set
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I created two Level Sequences:
- Fight_Mountain → for a fight between characters on a mountaintop.
- Swim_River → for a character swimming in a river.
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For each sequence:
- I opened the correct level first, added my characters manually.
- Positioned them properly within the landscape.
- Then animated their movements with the level sequence tied to the visible environment.
- Saved the level and the associated sequence.
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Everything looked correct in my previews.
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Problem happened when I shared the files with a friend for rendering.
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My friend opened the Mountain_Set level and then opened the Swim_River sequence.
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Unreal rendered the swimming animation inside the mountain set instead of the river.
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Visually, it looked absurd—the character was swimming through rocky terrain.
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The issue here is that Level Sequences don’t enforce which level they are authored in.
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Opening them without first loading the intended environment causes incorrect binding and rendering.
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I want to make sure this mismatch doesn’t happen again—especially when collaborating or rendering remotely.
What I’m Looking For:
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A way to ensure that each sequence loads ONLY with its intended level.(Also I don’t want to add non animated set elements in sequencer.)
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Or some binding method that can lock sequences to their original environment/set.
What I Need Help With:
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Is there any method to enforce level-sequence pairing automatically?
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Can a sequence be configured to auto-load its authored environment?