Objects sharing sequence Animation Data

Using the cinematic_sequence device, is it currently possible to have sequences work with multiple copies/instances of a prop in a level?

For example- I have a Fan spinning using some basic keyframes. I add a second instance of this Fan to the scene- currently I can see that I can add the newly created Fan to the same sequence, but that requires duplicating the keyframes.

That works in some cases, but if I want to have them trigger independently, is there a way for UEFN to have one object’s keyframes apply to non-sequence specified objects?

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As a nudge for Epic’s developers, I did this all the time in Apple’s iOS world using SceneKit (used one animation on many objects at many times with various time scalings). Note that I could assign multiple animation controllers to the same object.

I notice in Fortnite.digest.verse…

(Prop:creative_prop).GetAnimationController<public>()<transacts><decides>:animation_controller = external {}

But unfortunately there was no "SetAnimationController(creative_prop, animation_controller), which would be quite useful. (hint, hint)

DontMakeMeBegEpic

It’s an absolute basic to be able to avoid the need to create a ton of duplication and redundant assets in a project. This is a critical issue.

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