UE4 Sequencer: Spawnables v. Possessables
Picking up from the previous Sequencer lesson, I add a new asset to the ongoing animation sequence: the spawnable. In order to understand how Sequencer interacts with actors I first explain the implications of different level sequence creation methods (because there are many many ways to accomplish the same task in Unreal). Then I give some use-cases for using spawnables or possessables and share how to problem solve and think about your workflow. By the end of this lesson you’ll have a deeper understanding of good Sequencer practices and some new tools to add to your arsenal.
Check out the new slides. Go explore and learn!