Spawnables in level sequence hierarchy

I would like to use the root level sequence to add a skeletal mesh as spawnable, and then in the shot level sequences inside the root level sequence, posses that skeletal mesh to customize with animation for the shot. I tried to configure it that way, but I wasn’t able to make it work.

Is that configuration possible?

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Steps to Reproduce
Create a level sequence.

Add a skeletal mesh as spawnable in the root Level Sequence

Create a shot in that root Level Sequence

Try to posses that skeletal mesh in the shot to add animation

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Hey there,

Yes, this is totally possible. I’ll highlight the steps below with imagery.

  1. Create your main scene.
  2. Add your spawnable character
  3. Add your subsequence track.

[Image Removed]In your subsequence

  1. Add a new empty binding
  2. [Image Removed]
  3. Use proxy bindings to bind to the character in the parent scene.
    1. Right-click on the binding track, go to “Binding Properties”
    2. Change the Binding Type to Proxy Binding and choose the parent sequence and then the actor you want to bind to.
    3. [Image Removed]
  4. Add your animation track and animation.
    1. [Image Removed]
  5. Rename your binding track.

Hope this helps

Dustin

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