Can I change the location where my Sequencer Level Sequence plays within the environment?

I have created a level sequence with Sequencer and have cameras and a character spawning within the sequence itself (spawnable not possessable). I am able to now place this sequence in any level I want but it always plays in the same location, can I move the sequence around somehow and have it affect the location the sequence plays in?
Thanks

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This isn’t possible yet but it is high on our list of things to do. Once it is implemented, the level sequence actor that you place in the world will be the origin of the actors that it controls.

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Hi,
Any news on having that feature implemented?

I’m not sure if it’s been implemented yet but I saw a possible work around which is to create a cube or other mesh, make it have no collision and not be visible, put the cube at 0,0,0 and then parent elements used in your cinematic to the cube. Then if you need to move your cinematic you can just move the cube around. I haven’t tried it out but saw it on one of the Unreal Streams, I have used this method for gameplay elements and it seems to work really well.

Hello, I tried the way you suggested. but it doesn’t work.
Have you tried that after?
could you tell me some more informaion or tell me the Unreal Stream you saw.
many thanks

also interested in this. sequencer is really user-friendly… but if it’s a cinematic for an event that’s not in a fixed place on the map, like one connected to the character, you’d have to do something like manipulate the player camera manually through blueprints.

Commenting so that I’ll get a post if this gets updated! Crossing fingers :slight_smile:

yeah also still wait for it and hopes it comes soon. :slight_smile:

Allright allright.

Its a while ago, but i saw this post a few times and wondered what he did.

but now i figured out the trick. it needs a little bit of work, but is totally worth it.

  1. i tooked a static mesh ( lets say cube) or any other actor and place it into the world.
  2. go to your sequence, add the Cube to Sequence (top left) and attach (on sequencer objec → track → attach → i use the picker) the object you want to move to the cube.
  3. do this to all objects inside sequencer you want to move (characters as example)
  4. Now important part comes. Move your placed Cube, INSIDE THE SEQUENCE SELF where you want it to have and you sequencer objects will move with him. :). If you move it in world, it will pop back to its origin position.
  5. rework and remove your stuff and make awesome cinematics :wink:

NOTE: Keep an eye on the ATTACH Length. The attach start point, is always where you’re playtime is right now.
You also can adjust the attachment length also later. so no worries about, but its important.

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I’d love to hear news about this feature too, very useful for certain scenarios.

The proxy mesh attachment techniques described here and elsewhere may work for moving things within sequencer, but not for runtime location control it seems. The new “level-sequence-actor-as-origin” design explained by the Epic staff above sounds like it would allow for runtime control too and if so, really eager to see it happen!

Would love this. Any updates?

This will be coming when 4.19 is released.

Just had a go in 4.19 and moving the sequence actor did not seem to effect the cameras position. Did the feature make it in for 4.19 or am I doing something wrong?

Take a look here at the section “Level Sequence Dynamic Transform Origin”:

https://docs.unrealengine.com/en-US/Builds/4_19

You’ll need to set the origin or set the actor to use as the origin. Moving the level sequence actor itself will not affect the transforms.

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I see something called “Relative” when you add a “section” - is that maybe something OP is looking for?

There is an easy way to position actors relative to the LevelSequenceActor without any attachments and it is quite simple but hidden.

  1. Check ‘Override Instance Data’ on the LevelSequenceActor
  2. Set the ‘Transform Origin Actor’ (Which will only be visible when ‘Override Instance Data’ is true) to the LevelSequenceActor itself
  3. Reopen the sequence.

The spawned actors animated inside the sequence will then be positioned relative to the sequence actor.

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