Having matinee take control of a pawn, or changing the target of a matinee track post-level spawn

Hi, I’m having trouble using matinee to its full extent.

We spawn our characters after the level is created, so I can’t point matinee to a character since it doesn’t exist in the level until play has started. I was hoping I could access the matinee via the level blueprint and change the value of what a track points to (i.e. MatineeActor → Set Track Value and point it the skeletal mesh from a character that I can access post-begin play). That way I can use the matinee’s movement track or whatever other data I need, and it’s using the appropriate character/object.

This seems like it probably exists but I can’t find information on how to achieve this anywhere (it might have something to do with MatineeData class, but I can’t figure that out or find any information about that). Any help would be much appreciated. Thanks!

Bonus: Here’s a hilariously detailed image of basically exactly what I want to happen, in case that helps explain it!

This isnt directly supported right now. If you want to make matinee control a spawned actor you need to modify the GroupActorInfos array on the matinee actor before it begins playing. The group actor infos array as an FName that matches the name of the matinee group and then an array of actors to bind to that group. The reason this isnt exposed in blueprints is because it is sort of dangerous to allow this type of control. One could break existing bindings if it was generically exposed. You could try and expose the GroupActorInfos array as a blueprint readwrite variable and see if that is all you need. Remember though, this must be done before Play is called because that is when it reads the value of the array and creates track instances which actually manipulate the actor.

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