Although it makes sense for a tool that has been designed to create animatics (in-game pre-choreographed actions), this behavior is very unintuitive for people who are used to standard 3D applications like 3dsMax, Maya, Cinema4D, Blender, etc. We talked to Epic Games about this issue and their answer was that this happens because UE does not execute the game when you hit play in the Sequencer, it only starts the animations and events that you have configured in the tracks you added to that particular Level Sequence asset. They proposed 2 alternative solutions to this problem: - Add and set up all the models and animations of each anima® actor in the sequencer, which is not really an option when you have a lot of actors. Also, this approach will just not work when using 4D models because these do not have an animation track as the standard skeletal meshes.
- Execute the [Play] button and right after that [Simulate] (Alt+S) just before clicking the Play on the Sequencer. That will let you see the animations in your preview window, but with an arbitrary delay that depends on how quickly you can start both actions manually.
We propose you a 3rd solution that is a bit more complex but also ends up creating a more intuitive workflow, similar to the one you have in standard 3D apps. If you want to get similar behavior to a regular 3D application, please follow this process: |