OVR Oculus Lipsync - Sprites with Sequencer

Would it be possible to play and render the lips movement via level sequence? The sync runs in the simulation, but it does not work when rendering a sequence. I am working with PaperSprites on UE 5.3

Is it possible to bake or cache the sprite animation somehow for this purpose?

Here is my Character Blueprint Event Graph: OVR posted by anonymous | blueprintUE | PasteBin For Unreal Engine

Thank you for your help

Here you can see that I can print out the individual viseme sprite numbers during simulation

But somehow I can’t trigger the animation via custom event in the Sequencer correctly.
It will run via Sequencer event during simulation but only as long as the audio track is running and it is not rewindable.

Rendering a frame sequence does not work with lip sync.

Is there a way to somehow record the animation or cache or promote the individual sprite numbers to the correct frames in the Sequencer?

Got the solution

The audio needs also be triggered in the Sequencer at the same time with the whole event graph to make it work