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Setup blueprint to work in Sequencer

Hello everyone, I want to make a bone drive a material parameter so I created an Animation Blueprint that looks like this:

alt text

Now when the bone moves in Y my character switches among 7 textures (it is for a facial animation)

My problems are:

a) when I drag the animation blueprint into Sequencer, UE crashes

b) I don't know how to setup the blueprint so that the bone will ALWAYS control this material, no matter what animation is being played, because I can't go creating 70 animation blueprints for each imported animation, right?

I think it all sums up to a 2 questions:

  1. What is the proper way to setup an Animation Blueprint for an Skeletal Mesh to be played in a Sequence of 70 shots, taking into account that I will be importing 70 different animations for this character and each of them should control the material parameter I created?

  2. What is the proper way to load Animation Blueprints into Sequencer? So far I only was able to bring them as Actors but this means they will be appearing in every shhot which I don't want. I know I can drag them down below the ground to hide them but I think it is not so convenient.

This is the first time I work with Animation blueprints and what I achieved was thanks to some videos and comments here, but nothing aimed exactly to what I need to do, so I would really appreciate some guidance. Btw this is for cinematics so I don't care about how expensive the setup could be.

Thanks in advance!

Product Version: UE 4.18
bpnodes.jpg (40.1 kB)
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asked Oct 31 '17 at 06:20 PM in Everything Else

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