In our project, we have a lot of gameplay cinematics, the main character hit a trigger then we play a sequence level with him and another character.
My main problem is to find the right setting to avoid too much script before and after the sequence.
I tried a lot of configurations and I got a lot of problems.
Our animations need to be perfectly placed (2 actors interactions) so our animators place the animation in absolute coordinate in the world with Mobu.
If we play the sequence on a mesh, it work perfectly for the anim, but UE spawn a new dynamic actor with the mesh (and placed in 0.0.0) the problem is, we can see the real character in double because he is already in the world. So we need to hide all the objects/characters that the sequence will use.
If we drag n drop the actor from the world to the sequence, some other problems occurs.
- the sequence cannot bypass the Animation mode, so we have to remove the Animation blueprint mode before using it (if not the animation play, but never modify the position.
- the animation, are in world relative, but played on a actor, this become actor relative, so I must teleport my actor in 0.0.0 before playing. (and of course restore his position after the sequence).
- we use a CharacterBP with 4 meshes and our meshes are offseted from the capsule. Our 0 is on the character foot and not the pelvis, and his orientation is turned. pos = 0 ; 0 ; -85 ; rot = 0 ; 0 ; -90 . For playing it correctly I have to teleport the character in 0;0;85 and rot 0;0;90 to compensate the offset.
If we can flag an animation in the sequencer to be absolute, we never got any problem like that. My character root stayed where he is with his capsule and the animation place his mesh at the right position.
So to resume, in sequencer, how can I play absolute coordinate animations on actor already in the world.
Did I miss an option somewhere. Is there a better solution.
Thanks for answers