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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DDeVoe
(DDeVoe_)
July 21, 2026, 5:05pm
3
Hey there,
Yes, this is totally possible. I’ll highlight the steps below with imagery.
Create your main scene.
Add your spawnable character
Add your subsequence track.
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Add a new empty binding
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Use proxy bindings to bind to the character in the parent scene.
Right-click on the binding track, go to “Binding Properties”
Change the Binding Type to Proxy Binding and choose the parent sequence and then the actor you want to bind to.
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Add your animation track and animation.
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Rename your binding track.
Hope this helps
Dustin
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