That second checkbox in class settings... god damn it...
@FRACTUREDVISIONmusic2 жыл бұрын
My lord - there is SO much more help with Unreal popping up all over - than ever before. Recalling the days of UDK, when finding help was like fishing an unstocked pond - thank you for sharing your knowledge! It's a great time to be an Unreal Engine creative.
@joedickenson3d2 жыл бұрын
Yeh it’s getting great for unreal now 😊
@MantisDing2 жыл бұрын
thank you so much~ this is the answer I am looking for. by the way, fall in love with your voice~~😆
@joedickenson3d2 жыл бұрын
Glad it helped 😀 and thanks glad you like my voice! Never had a comment like this 😂
@hardcorerick85142 жыл бұрын
Such a cool trick! Opens up so much
@Suthriel2 жыл бұрын
Awesome video, it was very helpful :)
@joedickenson3d2 жыл бұрын
Great glad I could help Suthriel!
@zhixoworld2 жыл бұрын
THANK YOU SO MUUUUUUCH, been looking for this for long. Most tutorials are about triggering an event to make the blueprint start in the sequencer which this is mostly for game dev. But it's kinda not a good way for those who doing cinematics and visuals when you want to full control your parameters in sequencer. I wonder if I can make all parameters in blueprints to change in sequencer for example other blueprints made by other artists or the UE blueprints with animations in them. again thank you. 🌸💜🙏
@joedickenson3d2 жыл бұрын
Your very welcome :) I would imagine you need to expose your parameters in the blueprint, Then drag the blueprint into the viewport and with it selected you should then be able to see it in the Sequencer. Once your applied it to the sequencer I think it will then allow you to edit the exposed parameters
@sams_3d_stuff3 жыл бұрын
Thanks! I was missing run construction script in sequencer. Thanks!
@joedickenson3d2 жыл бұрын
Glad it helped!
@antoniopepe Жыл бұрын
MAAAAAANNNNN... saves me from scrathing my head over the desk :D
@unrealengineruseng95832 жыл бұрын
THANK YOU MAN !
@joedickenson3d2 жыл бұрын
You're welcome!
@humanoid9787 Жыл бұрын
Thank you!
@joedickenson3d Жыл бұрын
No problem!
@marvluebke3 ай бұрын
4:03 this is what I was missing... Already had the variable exposed in cinematics, but theres always one more hidden checkbox with unreal
@philippzakrzewski81802 жыл бұрын
Thanks so much, you're a lifesaver! Not setting a tick for "Run construction script in sequencer" was my issue as well. However, while everything animates nicely in the editor when playing the sequence, the animation for my blueprint actors isn't applied when I export (via the Movie Render Queue). Any idea why this could be happening? Thanks a lot in advance :-)
@joedickenson3d2 жыл бұрын
I would assume you would need to somehow call that blueprint actor into the sequencer. I think if you select the blueprint actor in the viewport then go into the sequencer and over the left where the cameras etc appear right click and the top selection should have your blueprint in. I think if you call that in it should work
@ORTyOW2 жыл бұрын
@@joedickenson3d what?... I didn't get it where should I click? I have my BP actor in Level Sequencer under Camera Cuts, where should I click?
@Raven_Renders Жыл бұрын
Did you ever find a fix for it playing fine in sequencer but not rendering? that's the exact problem I'm having and its been driving me mad for days!!
@philippzakrzewski8180 Жыл бұрын
@@Raven_Renders I’ve got a very long post about that on the Unreal Forum. The short answer is that it isn’t possible, because the Movie Render Queue (or anything happening inside Sequencer) assumes that you are in Game Mode when exporting and any keyframed Blueprint asset animation is unfortunately ignored in that mode. If you want to animate, you have to do it using events and the player node inside the Blueprint Events tab. Hope this helps.
@Raven_Renders Жыл бұрын
@@philippzakrzewski8180 thank you for such a quick reply! That’s a pain isn’t it!? I’ll see if I can work something out that way then. Thank you!
@thhm2 жыл бұрын
Thanks I exposed the rotation and it works for me. However the movement during animation preview in sequencer is not smooth.. It seems like it's shaking the whole time. Any ideas? It's actually shaking during animation preview, even if I dont put any sort of movement to it.
@thhm2 жыл бұрын
Seems like it's only a problem with the preview, it looks fine when the animation is rendered.
@jorgediazalcaraz4696 Жыл бұрын
Thank you!!!
@theantihero5428 Жыл бұрын
How would I do this same thing with an Animation graph? Can it only be done in a construction or event graph?
@_jeffrey_williams Жыл бұрын
I have a spotlight on my BP player character that works in take recorder, but doesn't render out in the final render. Do you have any experience with this issue? Banging my head against the wall.
@shuranwang47253 жыл бұрын
The light is in a skeleton grid body, check Run Construction Script in Sequence, I tried to add animation to drag the timeline, but BP never loaded the animation. I am looking forward to your answer. This question has been bothering me for a long time
@joedickenson3d3 жыл бұрын
Hi Shuran 😀 so am I right that you have a light attached to a characters rig and you want to control that light in the sequencer?
@shuranwang47253 жыл бұрын
Yes, I also have a blueprint for a flashlight, which contains a spotlight and a skeletal mesh. Now my solution is to make the skeletal mesh into a blueprint, the light into another blueprint, and the light blueprint is attached to the flashlight blueprint in the Sequence, but I found that the light intensity keyframe did not change in the rendering output.
@shuranwang47253 жыл бұрын
@@joedickenson3d I want to know what needs to be set when the Sequence renders the output or the light blueprint. Did I miss some important settings
@joedickenson3d3 жыл бұрын
@@shuranwang4725 so you are managing to change the intensity in the sequencer but when you render it out to a video its not working?
@joedickenson3d3 жыл бұрын
@@shuranwang4725 also what version of UE are you using
@countzero19422 жыл бұрын
What happens if you have a Construction Script that does things like creating Material Instances? If the Sequencer is calling the Construction Script to update the variables from the BP to the Light, this sounds like it could cause problems. What are the the best practices for this kind of thing?
@joedickenson3d2 жыл бұрын
Hi! Unfortunately I don't know the answer to this question. I would just give it a go and see what happens personally :)
@ryanjstever Жыл бұрын
Just wondering if you could explain how to control the spawn rate of a niagara system to sequencer. I would be greatly appreciative of this!
@brutalcosmonaut6 ай бұрын
Thank You! Just one checkbox! It almost destroyed me
@ORTyOW2 жыл бұрын
Please help 😭 I am trying to record a cinematic and I need to change some parameters of BP_Particle_Fireflies (from free "Particles and Wind Control" asset) I activated "Run Construcion Script in Sequencer" and chose "Expose to Cinematic" on a parameter I want to change. I animated the value of a parameter in Cinematic Sequencer, BUT... 1) It is not changing in real time when I hit play in Level Sequencer, it just disappears! It appears again when I turn off "Run Construcion Script in Sequencer" 2) BUT! I can see changes when I manually drag my red slider on the timeline. I thought that it is just the problem in the absence of the possibility to play it real time, and I thought that it will eventually render in Movie Render Queue, but no... It renders without changing
@zonfarentertainment Жыл бұрын
Anyone know if its possible to expose a struct to cinematics?
@DimitriPappas11 ай бұрын
It is if you use a c++ struct (which can be added to a blueprint project too). the key is to set the "Interp" UPROPERTY for that struct variable, which is what exposes it to cinematics. Hopefully they add a checkbox or something for this so we dont need to make a c++ struct just for this