Sequencer keyframe animations not showing up in movie render

I have rotation keyframes of a door opening and closing.

It shows up and works in the sequencer but having a lot of problems with the movie render. It either opens at the wrong time, or doesn’t open at all, or is just constantly open.

I’ve tried a lot of things. Deleting actor and keyframes, deleting blueprint, trying 100 warm up frames, making possessable and spawnable, selecting movie pipeline on the game mode override. Been stuck for about 2 days on this. Any ideas would be much appreciated!

https://www.dropbox.com/scl/fo/v77ym1gaeddq3qz1z5rwg/AFSW5KQA-yO06EMm61IotAQ?rlkey=dzlb2707vv11k0ya9x5l3vt7a&dl=0

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Is it a Level Instance or Blueprint? Have you tried the same idea with a static mesh?

Does it work in PIE? MRQ will launch into Play when it renders. So, if it has any logic on it, that may be interfering.

It seems like the issue is with keyframe syncing during movie render. Try double-checking your sequence settings, ensuring your actor is fully initialized before the sequence starts, and making sure you’re using the Level Sequencer for rendering. Also, ensure “Use Controller Rotation” is disabled if needed, and consider increasing warm-up frames or checking for any caching issues. If the problem persists, try a simpler test sequence to isolate the issue. Just like troubleshooting Scarlet iOS, isolating variables can often reveal where things are going wrong.

I encountered the same issue and here’s what works for my situation. In the level blueprint for the level you referred to in your sequence, add node ‘create level sequence player’ and choose your level sequence in the ‘level sequence’ input node. Then add a ‘Play(sequencePlayer)’ node after the create node and connect your level sequence to the target node. Then everything goes well.