Using Level Sequence on Dynamically spawned Actor

Hi all,
I want to animate the material property of an actor which is spawned after BeginPlayEvent based on the Pawn Location. To use Level Sequence, The actor has to be placed in the scene otherwise if i drag drop the actor Blueprint inside the Level Sequence, it spawns the actor in the scene in the Editor before begin Play. How to access the spawned actor attributes (n this case material property) inside the sequencer. Please help.

You might try the SetBinding node on the LevelSequenceActor. You can use that to assign a spawned actor to a track in a level sequence. In this example, I’ve assigned a spawned actor to the “Sphere” track in the level sequence.

This feature is available in 4.15, so you’d have to upgrade from 4.14.

Thanks, this brought me (googling for a similar problem) on the right track :wink:

Sorry for late reply. Thanks for the reply

How do you create a track in the level sequence if you don’t have it in the level though?

You originally place it in the level and then convert it to a ‘spawnable’ actor which removes it from the level and spawns it only when the sequence is played.

Great answer!. But I think that way depend on level. I want to make play player animation in sequence independent level. So I looking for api. API use GUID. How can I get GUID from sequence using name. As you know, user only can see track’s name in editor, not guid. Can I make that using c++ code?