UE5 Blueprint with multiple CineCameras for Sequence

I have a blueprint with a multi-camera (CineCamera) rig. This is for rendering for display across very large LED walls at a venue. The multiple cameras are for Rendering sections of the scene. The total width would be 29K pixels across so we are breaking them up into sections. We are trying to use blueprint so we can drop this rig into many levels we have built. Each camera has its own custom sensor size and focal length (the LED panels sections are different sizes).

Question is how to expose (Track) the cameras to the sequencer so it can render each section out. It only sees one view from the BP when dropped in sequence. I am using Construction Script not Event Graph as this is not for Game Play,it’s for Cinematic Render only.

In the UE Workspace, in the BP Details panel, I can select the various cameras and view them just like normal cameras in the Outliner, but they can not be specified or dropped into the sequencer. In BP I have tried all manor of ways to expose the cameras as selectable in sequence. Variables can be exposed but I can figure out how to expose the camera itself so I can render.

I know this was a weird one. I went another direction and have had success, in case anyone reading this has a similar situation. I have created a Level Sequence with the 7 Cameras, all as Spawnable. The six cameras to render are all “tracked” in the level to the main camera. The main camera is used for viewing and keyframing.

Additionally, I’m using Image Plate (custom alignment grid png with alpha) as an frustum overlay delineating where the sections to render are and the render cameras can all be aimed at their section with proper angle, focal distance and image sensor size/ratio while being parented (tracked) to the main camera for keyframed animation of the entire rig.

Since every asset used is only in the Sequence Level and not a persistent object in the Level outliner this makes this something that can be copied and dropped in any level ready to go.