Caching Runtime Executions in Sequencer

UE.5.3. We have “Ammo Blueprints” that execute firing ammo function, which then launch particles with then create explosions at impact. These happen at run-time so obviously it doesn’t show in the sequencer.

Is there a way to cache runtime actions in the sequencer? Reason being we are playing with pausing and rewinding of time during cutscenes.

Otherwise we would have to manually add all the ammo and particle effects to the sequencer and cache those for playback.

Any thoughts on approach here?

Otherwise we would have to manually add all the ammo and particle effects to the sequencer and cache those for playback.

I think this is what you have to do. I mean it would still be playing all your runtime logic and trigger explosion etc. as it normally would. But it won’t be controlled by sequencer in that case.

I’m not 100% sure I understand what you are trying to do, but I would recommend using sequencer as it’s intended and just put all your impacts etc. in there.

You can trigger events in sequencer, if that’s any help.