Level Sequence Skeletal Mesh Animation inconsistencies

Hi guys,

I’m using a Level Sequencer to arrange animations on two skeletal meshes. However I find it very difficult to use, because I encounter a lot of inconsistencies in behaviour (which might be due to my lack of experience).
A little insight into what I’m doing:

I have a character (Skeletal Mesh 1) that operates some levers (Skeletal Mesh 2) inside a vehicular cockpit. The character animation works fine, since the whole duration of the animation has animation clips assigned to it. However the levers are a real nightmare.

My Task:

The levers are resting in a base position. To start the vehicle the character is pulling on a lever (this is an animation clip) - the vehicle moves now, and the levers should rest in the position they have after the first clip is played, until a second animation clip is play, which is for braking.

My problems:

First of all - when reviewing the animation in Editor with scrubbing gives different results than actually playing the game. When scrubbing through everything looks as it should, but when playing everything is screwed up. That’s how I discovered the “When Finished” option for animations.

But when setting this to “Keep State” for my accelerating animation it’s not acting as expected either, because now my braking animation isn’t playing correctly anymore, because the accelerating is weighted into the braking, and so the brake lever is only pushed halfway.

Am I doing something wrong, or is this intended behaviour? What approach would you advice? I really liked the workflow with the sequencer, because this meant I didn’t have to bother with complicated blueprints or anything, but could just straightforward adjust my animations, but it seems this is causing more problems than I imagined.

Thanks in adavance for any help/suggestions!

Best

Could you post some images of your sequencer tracks? The weighting shouldn’t have any automatic effects if your animation clips (for the levers) aren’t overlapping.