I had the same problem and finally found a workaround to this: Record a Skeletal Mesh (linked to the VehicleBP character) instead of recording the actual Blueprint Vehicle. Here’s in detail the steps I followed.
Place the SM (Skeletal Mesh) of the same vehicle you’re using in the scene, then link it to the BP_Vehicle, Then set all the transforms of the linked SM to zero (Position and rotation to Zero). Now Both the BP and the SM should be exactly aligned. Select the linked SM and in the Details panel, remove everything concerning physics (Remove gravity, set physics to none, remove impusle on hit… etc). Basically make it just follow the movement of the BP but not interact with it or anything else. Finally, in the Sequence Recorder choose to record the linked SM.
Once the recording is done, open the sequence and play it. The SM follows the right trajectory, but the animation is still missing. Now find the “animation” in the level Sequencer, right-click, properties, and in the animation REPLACE THE DEFAULT the animation with the BluePrint animation that was also recorded. The names should be similar in the numbering, (like seq001-take03) so use the same number but the name should reflect the Blueprint one, the original character or vehicle.
And There you Go!
Maybe I’ll post some snapshots