For anyone interested, I found a pretty good workaround for using sequencer for actors with animation blueprints and AIs.
I was also able to have the AI enemies blend out smoothly from their animation sequence when they see you, and start pursuing you.
I was able to do this in sequencer by adding an event track. Creating a structure which will call a play montage function each time its called on sequencer.
Its not really “using sequencer” cause Im pretty much calling montages at specific points in the sequence, but it Works well and it has the added benefit that you can easily create a sequence for many actors and check it instantly.
Its a way of centralizing all the animations that go on in one same place, but it is not the real solution I know :/.
Hope this can help anywone! If you want any more details please just comment below
Me and my team are trying to get comfortable with level sequencer to créate in game cinematics in our vr game.
The problem is animations don’t blend well. I am using a character instead of a skeleton, and there is no way to blend animations together for this one. Weights just dont work.
Any work-around is much appreciated.
Also, level sequences are slightly dissapointing at this point, in my opinión. I don’t think they are finished yet. Even skeletal mesh animations are poppy every once in a while. They are not very consistent at the moment. Hope a bit more work goes into this as it is a very useful tool.
yeah, it is pretty glitchy, last time i used it, it was because engine can create a mind of its own the more you keep it running, so things idk, chaos.