Sequencer and Spline Actors

I want to make a very simple animation with some spline actors using Sequencer, but I’ve hit a snag; they don’t animate in-game. In the editor, the actors all animate perfectly as I want them to.

I know that it the animation “works” in-game, due to the bug where sequencer-animated actors will be left at their final animation position instead of their original position when going back to the engine. So it is simply that the animation is not rendered at run-time.

Is there any way I can get the desired effect without having to make separate static meshes for every different-looking root?

The animation:

Is it just the spline actors that aren’t animating in-game? Do you have other actors that are animating?

Can you send a screenshot of what you’re sequencer tracks look like?

I just attached a sphere to a spline actor that has its transform animated and the sphere moves as I expect. So maybe your setup is different.

The spline actors are the only ones not animating. Everything else does.

And I am not trying to animate an object along a spline path btw. The roots themselves are spline blueprint actors (so that I can easily create different roots).

Sequencer tracks:

+1 on this. Trying to figure out a hackaround to key spline points in sequencer.
So far I’ve created a custom spline mesh actor with components that act as a start and end point that I can key, but even that doesn’t update in the viewport until I start simulating.

Hello,

did you ever find a solution for this?