I’m working on a virtual production setup where I’d like to be able to trigger various level sequences, some to animate objects in the scene, and some to toggle the visibility of certain sublevels.
My setup consists of one control machine, and a one nDisplay render node, connected to each other via a multi-user session. I’m using Unreal 5.3
If I open a sequence in the sequence editor window on the control machine and play it, I will see that sequence reflected on the nDisplay node. This extends to adding sequences to the Remote Control panel, which essentially just opens the sequence editor window itself. This is fine for playing one sequence at a time, but I’d like to have one sequence for sub level visibility, and other sequences to trigger animations within the level or sub level. The Unreal editor GUI does not allow you to open multiple level sequencer windows or play multiple sequences simultaneously.
I can instantiate a sequence player via a blueprint, and this will work in the Unreal Editor Viewport on the control machine, but does not reflect on the nDisplay node. is there a way around this? I’ve tried creating custom events, and custom functions to create/destroy sequence players in both the main level blueprint, as well as a blueprint actor placed in the level. All custom events/functions have had “call in editor” enabled.