Making a float UProperty work with the Sequencer

Hey gang,

I am building a C++ runtime plugin, and I am having trouble getting the sequencer to work with a custom float property. This is the definition of the property:

UPROPERTY(Interp, EditAnywhere, Category = Animation, meta = (DisplayName = "Animation Time"))
float AbcTime;
UFUNCTION(BlueprintCallable, Category = Animation, meta = (DisplayName = "Set Animation Time"))
void SetAbcTime(float InAbcTime);

The sequencer sees the property, and I can animate it. But the SetAbcTime function is never called. I need the SetAbcTime to be called to update the internals of my class.

As you can see in the attachments I can see that the PropertyBinding tries to call the function, but the Processevent never gets called… Not sure what’s going on.

Any help is appreciated!

Hi Helge,

I know you might have tried this, but I was able to get this to work:

UFUNCTION(BlueprintCallable, Category = Animation, meta = (DisplayName = "Set Animation Time", CallInEditor = "true"))
void SetTime(float InTime);

Is that the same as what you tried?

Hey Max,

thanks alot! This is great - and has resolved the issue. I’ve put the “CallInEditor” before, but I’ve put it on the UPROPERTY, not on the UFUNCTION. Of course this makes more sense this way!

Best!

Great! I’m glad we figured it out.