Overriding and evaluating Blueprint variables in Sequencer

Hey there,

so, I´ve built a rather complex blueprint actor to drive a custom anatomy model with layers for bones/muscles/organs etc, to make it reusable for the TV production I´m working on (so, no game related experience here).

I managed to use leader pose to drive all their animation using this and I´ve grouped them via game tag to override visibility as well as materials etc.
I created a bunch of variables, exposed them to cinematics and made them editable.
I couldn´t figure out how to add single comonents of that blueprint actor to the editor directly by selecting them in the editor viewport, so I have to add subtracks by searching their names in the blueprints track add window, which already is rather inconvenient.

But the bigger issue is that even when I´ve done that, I can´t seem to override any variables set in the blueprint correctly using sequencer.

So, for example, I have all skeletal meshes part of the “bones” tagged with “bones” and then I have a variable “Bones Visibility” exposed and editable, that sets all their hidden in game and visible tags.
What I would need to do is for example:
A) Override that variable in sequencer on a per sequence basis.
So, in the level that variable is set to “true”, but then in another sequence referencing the same level, I would set a key to “false”, to hide the “bones” layer.
This would allow me to queue up multiple shots to render all the anatomy layers separately, in one go, using subsequences.
B) I would set the “bones” layer to “true”, but then I would set a key for "hidden in game on ONE particular bone, that needs to be hidden in that sequence.

There is an added problem that you can only keyframe “hidden in game” tags in sequencer, you can´t keyframe the “visible” in render checkbox, but as long as I edit the scene in game mode or PIE, I can still see the correctly overridden values.

But whatever I´ve tried, I just can´t make it work to both update in editor AND when rendering using MRW and generally the values set in the editor always seem to override the ones set in the sequencer, both in editor and while rendering.

Maybe I simply don´t understand the fundamentals, but I would assume that any variables I set in the construction script or on a begin play event would be overridden on individual components of my blueprint in the sequencer, but that doesn´t seem to be the case.

I´ve read some stuff about event tick, but I can´t make that work either.

Generally, variables set in sequencer don´t seem to update at all in editor, even though I can SEE that keyframing them has changed them in the details panel of the blueprint, they only update in editor, when I manually toggle them there.

I would really appreciate any hints, as I´ve been pulling my hair out on this for weeks already and I keep having to use stupid workarounds everytime I render that blueprint actor.