Replaceables. Seemingly not working during simulation

Went on to try the new Replaceables bindings in Sequencer, which painfully lack any documentation besides this little video by Greg.

Following everything in that video, i get to the point when in Editor, it looks like everything is working as it’s supposed to, but as soon as i start the simulation, the world actor does not seem to behave like a bound actor.

Attached the video, should be quite straightforward, but

TLDR: world actor (green cube) doesnt replicate movement of a sequencer actor (gray cube) during the runtime, but does during the work in editor.

Am i missing some extra steps? Do we still need to bind the actor through a separate logic outside of the LS Bindings tab?

Hey there, apologies for the short delay.

There are a few ways to handle this, and that particular workflow isn’t quite right. The reason is that the replaceable and possessable workflow often uses internal attributes or objects to handle looking for and binding your object. In terms of documentation, we do have some outdated materials here, but they do cover some basics.

https://dev.epicgames.com/documentation/en-us/unreal-engine/dynamic-binding-in-sequencer

There are 3 ways to handle a replaceable. You can do it through the director, assigning an actor in the replaceable properties, or you can do it through a code/blueprint object called a MovieSceneReplacableBinding. Both methods implement a function where you can do whatever you want to find and bind the object you want to replace. So in your scene you have your representative object, and when the sequence plays it runs the code to fetch the binding you want and run the tracks on it.

First is Replacable from Director Blueprint:

This creates an endpoint for you to script and return an array of objects to bind to. The reason an array vs a single object is that you may want to drive multiple objects from the same track. Also notice we have an example setup to automatically resolve to the local player.

[Image Removed]This results in a script that looks like this:

[Image Removed]Note that all I’m doing is binding to a cube in the level by finding all static meshes with the tag. You can implement any complex logic you like.

Second is through assignment:

If you choose Convert Selected Binding to Replaceable. Then, in the Bind Properties, you can select an actor in the world.

[Image Removed]

Third is the Custom Binding where you can create an assign a code to run:

If you use a blueprint the workflow is basically exactly the same as the director version. And if you look at the properties we already have created one to bind to the local player.

[Image Removed]

Hopefully this helps,

Dustin

Hey Dustin, thanks for the reply! :raising_hands:

i just handed over the information to our engineers and they’ll take a look at all the options to see which one is going to fit us best. But as the holidays are coming, we’ll have to wait for quite a while until they get their hands on it. Up until then, i’d like to keep this thread open if it’s possible so that i can come back if new questions arise