Blending from Level Sequence to Gameplay Camera causes instant "pop" despite matching settings

I’m encountering a persistent issue when trying to blend smoothly from a Level Sequence cinematic camera back to our standard 3rd-person gameplay camera. Even though I’m using SetViewTarget with a non-zero blend time (e.g., 0.5s), the transition results in a jarring visual “pop” instead of a smooth interpolation.

Setup

  • Cinematic: Uses a CineCameraActor in a Level Sequence without constraining the aspect ratio.
  • Gameplay: Uses a custom APawn with a standard USpringArmComponent and UCameraComponent also without constraining the aspect ratio.

The Problem

When the blend starts, the camera seems to instantly jump to a new position instead of blending. It really looks like there is an FOV change but I verified with the showdebug camera command that the FOV does not change abruptly. The problem does not happen if constrain aspect ratio is checked in the cinematic camera but it is a requirement for our gameplay to not check it. Can you give me any insights on this? Btw I tested it in the vanilla version of a third person character project.

Thanks in advance.

Steps to Reproduce

Hello [mention removed]​,

I tried reproducing the behavior you described when transitioning from a CineCameraActor to the pawn’s (or character’s) own camera but I wasn’t able to observe the popping effect so far.

For testing, I used the Third Person template in 5.6 and set up a Level Sequence actor that plays and once finished executes Set View Target with Blend to switch back to the camera. In my test, both cameras had Constraint Aspect Ratio disabled.

Here’s the BP logic I used for the camera transition:

[Image Removed]I’m attaching a short recording showing the result in this reply. I also did extra tests with a CineCameraActor placed in the level (instead of a level sequence actor) that transitioned into the Character’s camera without blending issues.

Could you please share a minimal repro project where you can consistently reproduce this issue or provide any extra details that might help?

Best,

Francisco

Hi Francisco,

From what I see you have checked the constrain aspect ratio checkboxes in your cameras. In Order to reproduce it you will need to uncheck them. Also, I’m attaching an screenshot of the blueprint that I’m using plus a video of how it looks in slomo 0.25. [Image Removed]

Best,

Cristian.

Hello [mention removed]​,

Thanks for the extra details. In the test I shared earlier the Constrain Aspect Ratio options were unchecked but the setup wasn’t ideal because I was not using the Camera Cuts blending options. I was keeping the Sequence paused at the end and calling SetViewTargetWithBlend manually during OnFinished. Sorry about the confusion.

When the blending was done via Camera Cuts, I observed the exact pop effect you described at the start of the transition. I tested this in UE 5.6, 5.7 and a recent source build from Main (CL 48009848) which means this behavior persists.

I’ll continue investigating this and follow up soon.

Best,

Francisco

Awesome, thanks for the info!

Best,

Cristian

Hello [mention removed]​,

After checking the engine code, it seems the pop is caused by the AspectRatioAxisConstraint being reapplied right at the start of the camera blend. This only becomes visible when Constrain Aspect Ratio is disabled on both cameras.

Could you try applying the followings settings on both cameras (the player character camera and the Sequencer camera):

  • Override Aspect Ratio Axis Constraint set to true
  • Aspect Ratio Axis Constraint: same value on both cameras (e.g ‘Maintain X-Axis FOV’)

With these settings the issue no longer occurs on my end.

Please let me know if this works for you.

Best,

Francisco

I tried it and it works well. Thanks for the support.

Best,

Cristian

I’m glad to hear it worked. I’ll go ahead and close the case now.

Best,

Francisco