Sequencer with group actor

We have several meshes (actors) that we need to maintain separately. Each mesh has different props. We’ve grouped them as a GroupActor and placed in a new level sequence, however, any transformations we do on the GroupActor itself results in altering the pivot location (in the viewport) and not the actual actor itself.

We can transform the parts of the GroupActor but not the combined GroupActor.

Since the objects in our combined group need to stay in place relative to one another, we’ve not found a way to do this so far…additionally, it would nice to do both…transform the GroupActor while animating one of the interior actors at the same time, which we think would work if the GroupActor would transform.

Can sequencer transform a GroupActor?

1 Like

I believe GroupActors are editor only and would not work once your project is built for shipping anyways. I think the transform tool has specific knowledge of group actors to forward the transforms onto the items in the group.

A better way to do it in Sequencer would be to actually reparent these objects under a common ‘null’ object (empty actor). This would let you animate the empty actor in Sequencer, and also animate individual parts as the Transform Tracks are applied using relative locations/rotations, so the animations would be relative to the null object.

1 Like

I haven’t tried this myself but from my experience the GroupActor is pretty limited. One thing you could do is combine your actors in a Blueprint, you should be able to animate the blueprint actor and its components through the sequencer.

I’ll give the null actor approach a try. For some reason, when I attempted to add the other actors to the Empty Actor, it didn’t take, but I’ll revisit.

This use-case is all for creating a cinematic, we don’t need it in the game runtime for shipping.

dasdasdsada

Solution = Finaly! How to animate group of objects in Unreal Engine sequencer - YouTube