Scrubbing Sequencer does not update Blueprint Variables
I've created a very simple blueprint (with one static mesh component) that has as variable
I've created a simple level and a level sequence. Then clicked
I can understand that 1. might be intended behaviour (although I then find it inconsistent that the value changes in the details panel) but 2. seems odd. Is there any (other) way I can see the updates in blueprint variables done by sequencer reflected directly in the scene?
asked Oct 03 '16 at 01:22 PM in Blueprint Scripting
You can achieve this functionality by creating C++ base classes for all actors\components you want to be updated in Sequencer.
Make following modifications in the in c++ constructor:
//bWantsBeginPlay = true;
Then make new blueprint class inherited from this class.
Now your Event Tick always firing in editor.
answered Nov 17 '16 at 06:18 PM
Blueprint only method.
answered Mar 29 '17 at 08:18 PM
It all works quite well, there are some parameters that need to be activated: 1. Variable exposed to cinematics 2. Variable instance editable (not sure if it is necessary, haven't really checked without) 3. You have to actually create a blueprint class to control your animation blueprint (and cast variables to) 4. In the blueprint class (can be as simple as an actor) go to class settings and tick these 2 options:
Hope it helps. If not, let me know, I'll check what other global options I've enabled to make it work. I lost 3 hours just clicking around the engine trying to recreate my steps 2 weeks back. Beacause, obviously, I forgot how I did it.
I hope this post pops up when I'm in trouble again. I think I might be a squirrel.
answered Apr 27 '18 at 08:54 PM
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