Is it possible to implement blueprint animations for a particle system in sequencer?

I am relatively new to Unreal Engine 4 and recently picked up the “Water Fountains” blueprint + textures utility from the marketplace. I was having fun exploring and tweaking it, however I ran into some issues that I am unsure where to go for help or how to progress.

I think it’s important to note that the blueprint actor’s animation will only play in-game while the scene is running, though the animation type and the curve editor can both be adjusted on the fly as the game is running. This would be fine but it’s causing me a few issues that may require workarounds:

  • despite seeing the animation sub-track for the blueprint actor in Sequencer and having the ability to key my selection for said item, the animation track/keys are overridden by whatever the latest in-editor selection is (the animation type cannot seemingly be adjusted or keyed properly in Sequencer)
  • additionally this causes some interesting translations that make the blueprint actor particles appear to be missing if I scrub outside of the track bounds
  • when creating individual instances of the blueprint actors set to each animation type and simply having the visibility toggled on and off seems to not have any effect on those actor’s in-game, but I am also having issues with the ‘auto-play’ feature that I have endured is properly checked. So I can’t actually view the cinematic camera view upon loading the game/level

Any insight to how some of these features work/interact with each other would be helpful. I have already familiarized myself with the documentation for sequencer but it seems geared towards skeletal meshes and animations more than blueprint/particle system actors.

I can upload photos and links to references later, I am unfortunately away from my PC all day.

Thanks for your input in advance