Hi everyone, I’m using unreal to obtain animations using Level Sequence, the aim is to then export them as image sequences.
The point is that I want to animate both static meshes (connectors) and deforming meshes (cables) together inside unreal and the first thing that came to mind was to create a blueprint, using spline mesh component to deform a created cable in blender, and use external actors to control the deformation of the cable, and at the same time that of the connector (simply parenting the connector to the same actor in the layer).
The point is that the blueprint works in play and is exported correctly, but it does not update in the editor (unless I go into simulate mode), now I wonder if there is a simple and linear method to be able to update the editor while moving the actor.
Thanks for your attention
p.s. I want to point out that I need to have separate objects in the level and therefore not a single blueprint because then I want to export cryptomatte for actor.