Blending player location into sequence through sequencer transform?

Hey @WillMead13! Yes, the trigger location (at least in Y) should also match the position you’re trying to move the player to, that way the Y=0 in the MoveToTarget component will match the actor position.

But if you don’t really need to move the player to that specific point, it’s much easier! You can use dynamic binding to control the player character (if you’re not already doing so) and just delete the transform track of the actor in sequencer. That way it’ll retain the player’s last position. Here’s the documentation for it, in case you’re not familiar with it: Dynamic Binding in Sequencer | Unreal Engine 5.5 Documentation | Epic Developer Community

Or, if you don’t actually need the player in the sequence (if you don’t need to play an animation or do anything with it), you can just remove it from that sequence. It’ll continue in the world as the sequence plays, just make sure to disable the input - and possibly stop the enemies from attacking, if that’s possible in your game.

I hope that works, let me know how it goes!