Thank you for the info!
Regarding extending to recording structs, how would you do that? The only information I can find is a singular post by someone saying it can’t be done https://forums.unrealengine.com/t/cant-expose-struct-to-cinematics/884236/2
A couple other questions.
- How would I setup something similar to an OnRep function for variables updated by a sequence keyframe. As in, if the sequence stomped the value of a boolean, how would I hookup an OnRep function to fire off so I can call Refresh/Update? I’d prefer to avoid checking on tick. The best technique that I’ve found so far is on the actor to enable “Run Construction Script in Sequencer”, which I’m assuming is expensive.
- Is there a simple technique to, without engine changes (or I suppose with if necessary), one extend the Take Recorder to detect/record custom tracks of data on an Actor?
Best Regards
Edit -
Regarding question 1. Apparently there is a super useful feature that if you have a VariableSomeName set to “Expose to Cinematics” and a function called “SetVariableSomeName” then sequencer auto magically calls that function when setting the variable. https://www.youtube.com/watch?v=qt3x64Grlq0 . Unclear how cleanly this will “just work” with sequences made with Take Recorder but I’ll experiment.