When creating cinematics for gameplay purposes, there may be times when you want to animate an Actor in Sequencer that has been dynamically spawned at runtime.
For example, you can create and animate an Actor that moves along a path within Sequencer but the Actor is defined by the player and spawned during gameplay.
With the help of
Blueprints Visual Scripting, you can expose binding identifiers from a Level Sequence using the Get Sequence Bindings node and override any of those bindings with your own settings.
In this example, we animate and move an Empty Actor along a path, allowing the player to change the object to different effects with the press of a button.
For this how-to guide, we are using the Blueprint Third Person Template project with Starter Content enabled.