Matinee downgrade since Unreal engine 3?

Has there been a significant downgrade to Matinee since unreal engine 3? A lot of the functionality seems to have been lost.
In unreal engine 3 it seemed to integrate with Kismet a lot better than it currently does with blueprint, allowing me to link up multiple actors to groups and change them via Kismet. I could also package actors and kismet information into a prefab and have it replicated whenever I placed the newly made prefab around the level. This was particularly handy when placing doors with complex animations around the map. I could have all of my animation data inside of a matinee sequence, triggered by trigger actors all inside of my prefab. This doesn’t currently seem possible in Unreal Engine 4, meaning I have to either place each door separately and reanimate each matinee sequence every time I place them (I havent found a way of duplicating the sequence and replacing the actors) or settle for a more basic animation using world offsets or the timeline node.
If I am wrong about this and am currently underestimating matinee please let me know how I can achieve the functionality that has been removed!

They are working in a new matinee so this matinee is only a jury-rig.

https://trello.com/c/Cqn3mlKc/89-sequencer-for-umg

Hi maffew,

A lot of the functionality of matinee can now be done using a timeline node. Things such as elevators and doors, flickering lights, etc. can all be done using timelines in blueprints.

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I could also package actors and kismet information into a prefab and have it replicated whenever I placed the newly made prefab around the level. This was particularly handy when placing doors with complex animations around the map. I could have all of my animation data inside of a matinee sequence, triggered by trigger actors all inside of my prefab.
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Now this is done in the blueprints you can set any kind of objets and triggers and move with timeline like say .

I have a door that open with a secret code and put everything in the blueprint.