BP with multiple camera components. How to pick which to render from in sequencer?

I’m using a construction script to build a specific and procedural multi camera rig, by using the ‘add cine camera component’ node.

The issue is when I put this BP into sequencer, and if I expose/add any camera component to the BP track in sequencer, I can look through any of these cameras in the viewport when I manually click on each of the separate camera components in sequencer.
But I cant figure out how to render through each of these components. And tell sequencer which should be the ‘active camera’.

I have tried using triggers and events on the components in sequencer, and other options, but nothing seems to stick. Any ideas would be really appreciated. And maybe I need to change my BP constructions script too, so I can switch through these cameras.

Also I have only been using Unreal since this year, so I am still a bit of a noob with it, and especially BPs

Hey there Majik12!

I couldn’t find a nice solution for this yet, however a quick fix would be to consider using a single camera on your BP and then using empties to teleport the camera to some desired transform(s) using an int or bool that you expose to the sequencer!

here’s a dodgy little example -

Just note that every frame the transform is being set, even if it’s already equal. if you take a moment to re-write it i’m sure there will be some way of writing it better than i have here!