Hey all, I’m having an issue right now with a project I’m working on, before the project was a 2D sidescroller with locked movement in one lane- HOWEVER- we are now updating it to allow a little movement into other lanes.
The cutscenes beforehand smoothly transitioned from gameplay to cutscene since the player would always be in the same lane but now it’s jumping around since it could be triggered from many different points.
Is there any way to make the cutscene start with the players transform from the level? (like the ‘keep state’ transform option for after the cutscene?)
I’m not the most advanced at Unreal Engine so please explain it to me like I’m an idiot please ahaha-
Here’s a video of the problem + my sequencer keyframes/ transforms:
Any help or ideas at all would be greatly appreciated! 
Okay, I made a little progress but there’s still a few issues (however, much less than before!)
I used the simple Move To node in a blueprint with a trigger box to place right before the cutscene. This makes the player walk into a certain position before the cutscene!
My thoughts were that if this position was 0 in the Y axis, it would match the premade cutscenes.
In game it works a little different, since the ‘Location’ Vector is relative location not world location, I can’t exactly match it up- however- I did record the location of the player before and after the little jump to be as minimal as possible.
Because of the multiple lane of movements, the player doesn’t actually walk to y = 0 from the initial position for some reason?
(Here’s a little video to try and explain it better
)
But basically, depending on where the player starts- they end up in a slightly different end location and jump a little (for some reason??)
I have no idea why this is happening, but it is a lot of progress from yesterday so I’m leaving this here in case anyone else is having this same issue!