My blueprint won't bake out the transform.

Hello UE folks!

I come to you for help…
I made a tool, and it’s not behaving the way it should…

I create a blueprint to attach to a spline and act as a mount, the same way the cineCameraRigRail work. And all the way to the render, everything is fine!
But! When I try to bake the transform of any object attached this way, it just stays there and the animation isn’t transferred…

So, here are the BP graph and the Variables I’m using:

https://i.imgur.com/iyivyMs.jpeg

https://i.imgur.com/QqgLFwN.png

The way it works is, I Target a spline I want in my level, and the BP will attach itself to it. Then I can animate the “Distance”.
And everything works, I can see the transform acting normally in the details panel, I can even render the shot, everything works as it should. But for some reason, the baking (and any other tool using the transform through a sequencer timeline) won’t…

Any idea why? I tried a lot of different configurations, world/local, attach actor to actor, forcing updating the spline… and many, many more…

Thank you for your help!

Hi!

I assume you’re using Bake Transform in Sequencer action menu?

Looks like you have “updateMotionActor” function that sets the transform – is the function called in every frame in Sequencer? (i.e. call the function in event track)
Can you check if scrubbing the timeline updates the transform as intended?

Hi!

Yes, bake transform in the actions menu.

I have this setup a different way. I update the function using this setup:

In the construction event. (thats a older verison, I have a variable diving the Time here now).
But I also have it called in the Event tick.

But even if I set it up using the repeater in the event track in sequencer. I cant get is to bake the transform of attached objects on it…

Not sure why.

thank you for taking the time to answer me!

Julien

Thats odd. I tried it so many time at work. And nothing baked normally. And now that Im at home, I try it again, and its baking normally… This is madness…