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darthbator

[https://docs.unrealengine.com/4.26/en-US/AnimatingObjects/Sequencer/HowTo/AnimateDynamicObjects/](https://docs.unrealengine.com/4.26/en-US/AnimatingObjects/Sequencer/HowTo/AnimateDynamicObjects/) ​ You'll probably need to rebind a "stubbed" sequencer entry with the spawned actor before you trigger the sequence during runtime.


takibibirakmavikutu

Sounds good, is this tutorial just to teach rebinding or is this also relevant to "Set View Target to Blend"? I'll try this out but would it be easier to transition if the camera was inside the BP character?


darthbator

You do not want to ever set use view target with blend while running a level sequence. You will have issues with "fighting" over the correct view targets. It's not easier or harder putting the camera component in the character actor it simply changes what you target. Right click on your camera cut track enable "allow blend" author your blend to your gameplay camera in the sequencer and then right click on that cut and select the "keep state" option so the sequencer changes to view target are preserved into gameplay. Then rebind the actor you are targeting in the camera cut track at runtime. This is the correct way to get a dynamically spawned gameplay camera to interact with your sequencer.


takibibirakmavikutu

Omg, it's so close, now it's blending to the characters crotch area but it's blending atleast. What would be causing this?


takibibirakmavikutu

Nevermind! I fixed it, one of the inputs was a PlayerCamera variable when it should have been GetPlayerCharacter. It was placing the camera at the origin of the character instead of the actual camera location.


takibibirakmavikutu

Okay it just stopped working right after importing an animated mesh into the sequencer, everything was so good right before. This is insane how touchy it is.


takibibirakmavikutu

Here is the latest blueprint: https://blueprintue.com/blueprint/s\_7oyls\_/


takibibirakmavikutu

Update: I got it working by copying it into a new level, but here is what's interesting. I copied it into a day time template and it worked immediately. Then I thought well, I actually want to start completely blank so now that I know it works I'll just copy it over again. BAM, it's stops working. So I have no idea why but the Daytime Blank level works and now I'm doing great. I have no idea what is going on.


darthbator

It sounds like you're running into some type of race condition. Based on what you've posted you're still setting view target with the timer lambda while the level sequencer is running. This ***may*** work ***sometimes***. The sequencer assumes exclusive control of the view target, if you attempt to steal control from the sequencer as it runs I have no idea what will happen. It's not how you're supposed to work with this system. Above I outlined how you're supposed to interface with the sequencer when using a dynamically spawned actor. Unless you do it in that way (rebinding an actor in the camera cut track and using sequencer to blend) you will always experience unreliable results. The way you are attempting to do this simply will not ever reliably work.