I’m giving Unreal a try to see how would it work for animations (movie style).
I needed to make a Blueprint for a character (I’m trying to make a 3D character with a 2D animated face) and I wanted to get that Blueprint to work in the Secuencer to render the scene.
I’ve been looking for info about it but couldn’t find any. Is there a way or it’s not possible?
Running blueprints from sequencer is doable but it’s quite tricky to get going, and I wouldn’t recommend if you want to have a good time with Unreal Engine ahah. That said here’s what I know:
To start you can drag your blueprints in the sequencer just like any other objects.
If you want the sequencer to see any variables from the blueprint you have to set “Expose To Cinematic” to true,
If you want a function to automatically trigger when a variable is changed via the sequencer, you have to set “Call In Editor”
to true, make sure it only has one input of the same type as the variable, and call it like this: “SetXXX” where XXX is the name of the variable.
If you want to trigger events from the blueprints, you can add an “Event / Trigger” track, add a keyframe, right click on the keyframe and search for the event you want to call. Here’s the documentation for this last one:
Thank you for answering Gamji.
Do you know how could a trigger the Event tick from a Blueprint?
The Blueprint I created works using the movement of the animated joints of a character so I need the Event tick to work (as I said I’m quite new to Unreal so maybe I had this concept wrong).
And what I’m looking for is for it to work when I press Play in the Sequencer, not in the Viewports Play. My goal es to be able to get a rendered animated video of it.