Assign Camera Cut Track binding at runtime

Hello there,
Been scratching my head for weeks(more pounding) trying to figure out a way to have a bank of camera within one Level Sequence and have it choose one at random. I have a cutscene that plays out multiple times and rather than duplicating the sequence, just to get a different camera angle, and creating more clutter in my project I want to keep it all in one asset if possible.
So far I’ve been able to create an array of cameras with events in the Director Blueprint. However, as far as I can tell there isn’t any way to assign the camera cut tracks binding to another camera. Any insight would be incredibly helpful, thanks.

2 Likes

Just figured it out, Unreal 5.2.
Connect the nodes as follows:
Add Possessable (Object to = camera) > Add Track (type: Camera Cut track) > Add Section > Cast to MovieSceneCameraCutSection > Set Camera Binding ID (Target = Movie Scene Cut Section).
Get the In Camera Binding ID of Set Camera Binding by taking Return Value of Add Posessible > Get Binding ID
Hope this helps!

4 Likes

I think this is exactly what Im looking for! I have an actor with a camera, and a Level Sequence that plays every time one of those actors are spawned. I’m trying to set the camera of the level sequence to the camera of the actor.

This doesn’t seem to be working in UE 5.4, do you have any tips?

Actually just found it, in case anyone else was looking for this Change Cinematic Track Bindings in Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community