Problems controlling sequence start position

I’m tyring to animate aircraft control surfaces, and after running into issues with controlling them directly (will create another topic for that) tried another tack. I’d got it into my head that it should be possible to create the animations externally over a specific frame range (0-2 secs) and then set the position of the animation in UE.

So far, I’ve got this bit working as expected. The value set in the sequence player clearly affects the dot on the timeline and preview…

Problem I’m running into is when I connect a variable, the value appears to be passed through correctly, but the result just reverts to the variable’s default. Chose the arbitrary numbers here to make that more obvious…

Am I missing something obvious here? Admit that what I’m doing feels a bit hacky, but still don’t see why the sequence isn’t respecting the input.

the circled bottom right value is the default value. The left one reflects the current value dictated by code. Check the value you are setting (probably in your animinstance) of control position.

Yeah, I realise that. I specifically set 0.25 to show that’s where the dot on the sequencer timeline is. That’s 0.25 out of a range of 0-2 seconds rather than 25%, hence it being 1/8th from the left.

What I don’t understand is why it’s using that value rather than the 0.75 which the sequencer appears to be reading correctly from the variable.

Kinda moot anyway. Since posting this I’ve managed to get things working using ‘set relative rotation’.

It could be a UI bug. Does the element animate correctly in the viewport with the designated value passed in? If so it will probably patched in the next big update.