Sequencer Animation - Pause Animation until Input?

Hi everyone!

I’m trying to port my Unity Project over to Unreal. The basic structure is one big animation that stops at certain points until the Player clicks. In Unity, this is done by splitting the Animation up into smaller bits, then using an “Animator” component to go to the next bit when a certain trigger is set (by clicking). Is there any way to emulate this effect using sequencer?

The Reason I liked sequencer so much in the first place was the ability to chain shots up really easily without having to create a new file and worry about chaining it up in the Animator-Component that Unity provides. It’d be awesome if there was a simple play-wait-click-play mechanic I could use, that I just couldn’t find.

Thank you for your help!

I would suggest hooking up Play(), Pause() events in your level blueprint. In this case, the sequence plays on begin. If you press Y, the sequence will pause and if you press Z, the sequence will continue playing. Note there’s no calls to reset the position of the sequence, but you could do that as well if you need.