Sequencer Custom Event not Firing

I’m trying to use sequencer to fire a custom event for a blueprint I’m trying to make. All I want is to be able to move the player to different “hotspots” that I’ve defined when prompted by the narration.

I’ve followed [this][1] tutorial to set up the event track in sequencer and the custom event in my Blueprint, but the event doesn’t fire. I know that the sequence is playing because I set it to autoplay and I’ve also animated a point light’s intensity. When the light’s intensity reaches 0, the trigger should fire and print the string “The player is moving!”

This is a very simple setup (I think), so I can’t possibly imagine where I could have gone wrong. Any help would be greatly appreciated!

(Sorry for the small UI, I have a 4k monitor and the Editor has been loading at native resolution since my last crash.)

In 4.15, only events in level blueprints are supported. In 4.16, there’s more flexibility - you can define the blueprints which are event receivers so that you can fire events on other blueprints.

Good to know, thanks!

With the arrival of 4.17 has there been any updates to this Max? Could you explain how you go about defining which blueprints are event receivers? Thanks!

Yes, as of 4.16, you should be able to specify additional event receivers on the level sequence actor. You can pick your actor blueprints here and the custom events will fire in those blueprints.

211238-sequencer-additionaleventreceivers.jpg

I know this thread is a little old, but I’m having trouble getting these event receivers to fire. Is there any tutorial that shows how to use the non-level blueprint as receivers? I suspect that the sequencer isn’t recognizing the other blueprints as targets but I’m not sure.

Ok so I’m replying to my own post with the fix I figured out.

First make sure you have your sequence object in scene, and have all additional event receivers set to the objects that you want to call.

Next, in the sequence window, you need to add the event track, and key in an event. Right click the event keyframe and add the event name (!NOTE! the name here has to exactly match the custom event name in the receiver object).

Finally, make sure that you don’t mess with “Event Receivers” in the sequencer window. Leave that empty.

I was getting hung up on that last thing to not touch. It appears as though messing with that set of receivers may overwrite the one set in the editor. The receivers list in the sequencer is limited to objects that are used in the sequence, which may be why there’s a discrepancy. Either way, this worked for me and hopefully will help others out there.

Hi, I’m working in UE 4.19.2 and to make Events be triggered by Events in Sequencer I need to add Event Receivers not only in Level Sequencer but to the Event Track as well. And to add there the Actor/ Blueprint needs to be added to Sequencer before.

Additionally, I noticed that the nodes executing after a specific time are not triggering the output. I needed to create another custom event to trigger node normally executed in a chain.