Updating PCG with BP parameters using the level sequencer

I have an issue with driving PCG with a blueprint actor inside the sequencer. The PCG does not update correctly after animating the parameters in sequencer. Below is a detailed description of my issue.

I created a PCG graph and added it to a blueprint actor as a PCG component so that I could drive my graph parameters with blueprint functions and variables. Everything works as intended: If I change the value of exposed variables in the detail panel of the blueprint actor, my PCG updates instantly as expected, which is demonstrated in the following video.

https://drive.google.com/file/d/1LIZNPEi7t_fg9NqNBxsRVm4OirS–Rku/view?usp=drive_link

Then, I tried to do it in the sequencer. in my blueprint actor

  1. I exposed the same variables to cinematics

  2. I checked ā€œcall in editorā€ for all the functions

  3. I set ā€œrun construction script in sequencerā€

in a level sequence,

  1. I added my blueprint actor as a track

  2. I set some key frames for the variables I want to drive

  3. I played the sequence but my PCG was not updating, even though I noticed that the variables of my blueprint actor in the detail pannel updated just fine.

  4. I rendered the sequence with movie render queue, my PCG did not update as well.

Above is demonstrated in the following video:

https://drive.google.com/file/d/1SPPl5cYy0ooa2SklZ2zk4oPcm1cbBGpF/view?usp=drive_link

However, If I click ā€œclean upā€ and then ā€œGenerateā€ PCG after the variables were updated by the sequencer (but not reflected in the viewport), it will update correctly. as shown below.

https://drive.google.com/file/d/1bq5N_6eRS8OWf1ZGQJGj7qPLx1vZWU9A/view?usp=drive_link

So, naturally, I created a new function(Re Generate) in my actor that does exactly that. Then,

  1. I added a trigger to that function before and after the variables were changed by the sequencer.

  2. I set ā€œcall in the editor to trueā€

  3. Nothing happened when I played the sequence

  4. Nothing happened when I rendered

  5. If I manually called the function ā€˜Re Generate’ in the detail panel after the variables were changed by the sequencer, it worked.

As shown below

https://drive.google.com/file/d/1gvkBNRAo1eY0UnhDIVBNe7tbWJKm4Qyc/view?usp=drive_link

Also, it appeared that it was not the problem of the trigger because if I added something else in ā€˜ReGenerate’, the sequencer would correctly execute that

(in this case, I set a cube to visible)

https://drive.google.com/file/d/1TKSzwgm8AQqPMM1zBSA81GjoHhpH7Qde/view?usp=drive_link

So, somehow, the function triggered by the sequencer was able to execute the last node but missed the first two related to PCG.

I also attempted the following, but nothing worked:

  1. Disable all custom PCG nodes in my PCG graph

  2. Use repeater instead of trigger in sequencer

  3. Use a custom event in BP actor instead of a function, call the event in the sequencer

  4. Add delay to the trigger event

  5. Use quick bind to bind the trigger directly to PCG cleanup and Generate

I’ve been trying to solve this problem for around 7h(in 2 days) with no luck. Any help would be greatly appreciated!

1 Like

I am facing the same issue and still not able to figure this issue out.

After the BP variables are updated, I click on the viewport manually and the PCG graph changes are immediately reflected.
But somehow this is not working in an automated way. I even tried to simulate virtual mouse clicks on the viewport - it didn’t work as well.

@E_icest Check the video link, just working fine. Start from 19 minutes (2) You’ve never seen PCG do THIS! - Animation in Sequencer? - YouTube