Is there any way of having a level sequence tell a character in the map that normally uses an animation blueprint to use an animation asset instead?
When I add an animation track for the character it just ignores it. I’ve also tried adding a track for the “Animation Mode” property of my character and changing it to “Use Animation Asset” before the animation is set to play, which resulted in my character entering a T-pose instead of doing anything useful.
I’ve thought about using an event track to do this instead but that seems like an absurd workaround, surely there’s a way of doing this built into sequencer, unless I’ve found a bug.