Spawnables and Possessables
source: https://dev.epicgames.com/documentation/en-us/unreal-engine/spawnables-and-possessables?application_version=4.27 version: Unreal Engine 4.27 Documentation (curl; no 5.x page returned body text) fetched: 2026-10-11
Excerpts
- In Sequencer, you can choose to either reference an Actor that currently exists in the scene - referred to as a Possessable - or spawn a new Actor - referred to as a Spawnable.
- Once an Actor is possessed, the sequence will be linked to the instance of that Actor in the current Level. If your scene requires a high degree of interaction with currently existing Actors in a Level, then possessing is likely the best choice.
- By default, when a sequence with a Spawnable Actor starts, the Actor will be spawned. When the sequence ends, the Actor will be destroyed and removed. Denoted by a lightning bolt overlay.
- A Spawned property track that has been enabled is also required and will be created automatically ... If this track is deleted or disabled, then the Actor will not appear. This track can be keyframed.
- Convert to Spawnable: This will copy and delete the current Actor in your Level and create a Spawnable Actor based on the copy. Converting back: the Actor is re-created in your Level and the track binds to it.
- Dragging an Actor from the Content Browser or Place Actors panels into the Sequencer Outliner will also add them as Spawnable Actors.
- Spawned Object Owner: This Sequence (default) / Master Sequence / External (spawn at start, not destroyed at end; destroy via Blueprints using Sequencer Tags and Groups).
- Supplement (UE 5.8 API, search snippets): FMovieSceneSpawnable has bContinuouslyRespawn, bNetAddressableName, LevelName, SpawnTransform, Ownership, ObjectTemplate. LevelSequenceEditorSubsystem (Python 5.8): add_spawnable_from_class / add_spawnable_from_instance / convert_to_spawnable / convert_to_possessable.