Using SetMasterPoseComponent in Sequencer

Hello,

I have a character which consists of multiple skeletal meshes: hands, legs etc.
Now, if I’m in Blueprints I just call Set Master Pose Component in my code and they all do the same animation than the master mesh. Good.

How do I make that happen in Sequencer, though? If I spawn the char blueprint in sequencer and try using Even Track to call the event which does SetMasterPose, or use Construction script for it - it does not work, all the skeletal meshes are detached from each other and only the master mesh plays animation.