I’ve created a very simple blueprint (with one static mesh component) that has as variable AnimatedScale (editable, expose to cinematics) that calls Set Actor Scale 3D in the construction script and on Tick:
I’ve created a simple level and a level sequence. Then clicked Actor to Sequencer, added the Animated Scale track and inserted some keyframes. I would like to see the changes in Animated Scale reflected in the editor as I scrub through the sequence.
The problems:
Even though I see that the variable
value is updated in the details
panel of the blueprint when I
scrub the sequencer timeline, the
blueprint does not update
(probably since neither the event
tick nor construction script is
called).
When simulating (or
play in editor) the value in the details panel does not update (nor does the blueprint). It is only after I move a keyframe in the sequencer when simulating that sequencer seems to be able to influence the object.
I can understand that 1. might be intended behaviour (although I then find it inconsistent that the value changes in the details panel) but 2. seems odd. Is there any (other) way I can see the updates in blueprint variables done by sequencer reflected directly in the scene?
This works for me in 4.15. Thank you for sharing this. I’ve tried so many ways to get something like this to work.
This technique is really handy for two things:
Updating one actor’s properties based on another actor’s animated properties’ automatically without having to animate both. (example below.)
Setting properties with some configurable calculations based on a simple animated input. For example you might want to animate a curve for a property that goes between 0.0 and 1.0 but then have that mapped into a different range based on blueprint min, max variables you can change without touching sequencer.
To clarify what worked for me on 4.15
Enable Blutility in editor preferences.
Make a simple blueprint (I called mine SequenceHelper) and drop it in your level
Edit your SequenceHelper blueprint and add a float variable called “Tick”
Check the “Expose to Cinematics” checkbox for your Tick variable
Add a custom event to SequenceHelper called “SetTick” with a float input called “New Tick”.
Add your SequencerHelper BP Actor in your level to your sequence and add a track for “Tick”. You don’t have to set any keyframes.
If everything is setup right as you scrub through the timeline “SetTick” will get called. Now you can put whatever you want in there.
As an example in the screenshot below I have put a Skysphere reference variable in my SequenceHelper. (which I can set using the eyedropper tool to pick the level’s Skysphere). Then I animate the directional light. My SetTick function calls the SkySphere’s UpdateSunDirection function on every frame. So they are always in sync during playback or scrubbing without having to animate both seperately.
“CustomTick” in actor BP fired by the component which can have tick enabled in editor.
Every actor we have derived from parent blueprint which has this functionality enabled by default.
Hope it helps.
If not, let me know, I’ll check what other global options I’ve enabled to make it work.
I lost 3 hours just clicking around the engine trying to recreate my steps 2 weeks back.
Beacause, obviously, I forgot how I did it.
I hope this post pops up when I’m in trouble again. I think I might be a squirrel.
Is there a simple way to do this in UE5? I have a blueprint with an event tick animation and it does not work when I scrub my timeline in sequencer, frustratingly.
So every blueprint actor needs to be added to my sequencer timeline and assigned the event repeater track? I have 100s of cars in my scene so was hoping that there was a simpler way
Ello, I’m in UE 5.4 and I set up a general repeater track where the event loops through all actors of class and triggers their update function.
This was working fine when playing and even when scrubbing the playhead until something happened, I dont know what, now it doesnt update anyomore if I scrub the playhead, it will update if I press play but not if I scrub…