I have a sequence with one non player character and one composite static mesh actor (multiple static mesh components) for a tree. Once the character and tree are in the exact same relative position as the start of the sequence, I want the sequence to play. Right now, it does nothing. The npc is controlled by an animation blueprint.
Is there a way to apply specific actors to a sequence (even if one of them has a blueprint animation)?
Another question is if there’s a way to tell a character to move forward instead of just having a XYZ tranform track?
Note: I’ve read tons of docs and watched lots of tutorials. I know how to use slots, but it only play one and I want everything in the sequencer (including motion) to apply to the character.
Last question… is there a way to have all tracks that apply to an actor be on the same slot in sequencer? This way, I can just play the sequence and have each animation blueprint for each actor blend the sequence animation.
Found Add Binding node here:
I couldn’t get this to work before because I didn’t understand that you need to create a player. Usually, it’s in the level, but otherwise, you have to dynamically create it. Once you have it, you can bind the actors to it.
Now I just have to figure out how to get the animation blueprint on my character to work with it.
I was able to reassign the actors and play the sequence, but the sequence just makes my character jerk around in convulsions. So looks like either sequencer player is buggy or I just can’t figure this stuff out. I’ll have to abandon this idea completely.
edit: I was able to get the animations to work. But I can’t get my character to move forward according to the position track. If I make it relative, it’ll move in the X, Y or Z axis, not forward like I want. If I try to use absolute location track, it does move forward, but not in the correct amount. It just keeps moving forward even if I scrub backwards. Why does it do this?