BTW, I tried my setup now with ‘Event Tick’ and it works Thanks a lot again for sharing.
In order to make this more usable, I added a switch (i.e. a Boole variable) that chops off the animation part of the Construction Script whenever I intend to render and instead moves it over to the Event Graph.
Would be great if there was a way to automate this, i.e. if there was a function that detects whether the game is running in Construction Script and based on that switches off the animation part of the graph, but I couldn’t find anything so far.
Either way, the workaround above works so much better and makes running animations in and exporting them from UE so much more efficient.
I’m a lot happier now