[UE5.1]How to blend sequencer animation with animation blueprint?

I have a sequencer animation for cutting a tree down. I finally got it to work somewhat, but it disables my animation blueprint animations while it’s playing. I have animations for the eyes and other things (like adjusting for the height of the tree) to have expressions and have the interaction with the tree match up perfectly. But since the blueprint is disabled (why?) when the sequence is played, it doesn’t do what I want.

Is there a way to add the sequencer animations as a single animation that can be added to the blueprint and controlled like any other animation? I know I can control ONE animation in sequencer via an animation slot. This is not workable as you can only use one slot at a time from sequencer.

Any help would be appreciated. The only thing I’ve seen so far is to set up variables in my animation blueprint and replace all the animations in sequencer with keyframes on those variables and have the anim BP control the animations. But that’s a LOT of work and kind of counterproductive. And with my current animations being disabled while the sequencer player is playing, not sure how this would even work.

I figured it out. Originally, I had the animations set to “Use Animation Assets” for the animation mode in sequencer because I couldn’t get them to play otherwise. BUT!!! If you want to use them in the anim BP, you need to actually select “Use Animation Blueprint”. Next, I didn’t realize you could put multiple animation on the same track. So you do that and then batch set the animation to use a custom anim slot. Then in the animation blueprint, you create an animation slot with the same name. Add it to your blueprint and then you can use it as you would any animation.

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