Scrubbing Sequencer does not update Blueprint Variables

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:

  1. Updating one actor’s properties based on another actor’s animated properties’ automatically without having to animate both. (example below.)
  2. 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

  1. Enable Blutility in editor preferences.
  2. Make a simple blueprint (I called mine SequenceHelper) and drop it in your level
  3. Edit your SequenceHelper blueprint and add a float variable called “Tick”
  4. Check the “Expose to Cinematics” checkbox for your Tick variable
  5. Add a custom event to SequenceHelper called “SetTick” with a float input called “New Tick”.
  6. 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.

http://i.imgur.com/uaTrmLl.jpg