Animate skeleton variable in sequencer

Hello,

I am trying to make a crane rig to animate with parameters in sequencer (crane boom angle, tower rotation, hook height, etc). I have created a simple skeleton with bone transform rotators promoted to variables (Editable and exposed to cinematics). Works fine in the animation blueprint window:

Every bone rotates as expected, all parameters visible in the Anim Preview Editor:

234982-2018-03-25-15-45-18-maincrane-anim-bp.png

I cannot see those variables in the sequencer editor, like with any other blueprint with variables from my scene.
I would like to keyframe those parameters to animate my crane in time. Is it possible to expose those variables to sequencer and if not, how can I go about having a crane animation with parameters?
I’m new to UE4, I made my previous animations in 3ds Max, where that kind of parametric rig is pretty straightforward. I suspect the workflow is different, but I cannot get my head around it.

Thanks for your help,

Kuba

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Ok, so I figured it out and thought I would share with anyone struggling like me.

To expose variables from animation blueprint to both details panel and the Sequencer, you need to create an Actor BP Class. Inside this BP Class add a skeletal mesh component, choose skeletal mesh you want to animate and set the animation mode to “Use Animation Blueprint”. Then cast variables created in this newly created Actor BP Class to the said animation blueprint (in the event graph).

Cheers!
Kuba

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