Does anyone know how to prevent, what appears to be, a shared evaluation of an animation when multiple characters are calling the same instance of a Level Sequence?
Both Gemini and GPT seem to agree that Unreal does this on purpose (my guess, for performance).
Right now, as a quick fix, I am creating COPIES of the same Level Sequence to get around this, but maybe there’s an in-house way?
I’ll post a video, if anyone needs, in a few hours after I’ve had breakfast.
I put together a test case where I have a single level sequence with animation but 3 level sequence actors that reference that level sequence. Each level sequence actor has a player where I override the binding before calling Play. It doesn’t dampen the animation for each of the skeletal meshes. Maybe you can adapt yours to this set up?
If I recall correctly, I’m using “Add Binding By Tag” (which would imply that “Adding” may be more of a performance node; I never truly understood the difference between the two, so this very well could be it). Unsure though. If you could give me a few weeks to get back to you. (I’m in the middle of prepping for the MegaGrant, so my focus is on other aspects of my project right now. Same to you @L.F.A ! If you could give me time to explore the Level Sequence transform I’d appreciate it.)