Camera Cut binding being Overwritten

Unreal 5.8: Can anyone help me figure out why the camera in the blueprint camper is overriding the Cinema Camera in the Camera Cuts Binding ID? You can see from the image I have the correct camera selected in the binding ID, however when I lock the camera, it’s selecting the blueprint/shots camera instead of the bound camera?!?! I’m pulling my hair out.

The name in the Camera Cuts dropdown can stay on the cinema camera while the resolved binding is the camper Blueprint camera. Lock Viewport to Camera Cuts uses the resolved object, not the label, so this looks like an override even when the track “shows” the right camera.

Check these in order:

  1. Select the Camera Cuts section and look at Camera Binding ID in Details. Use the locator to see which object it actually resolves to. If that is the camper camera, the label is stale. Rebind by dragging the cinema camera binding from the outliner in Sequencer onto the Camera Cuts section. Do not pick it again from the dropdown if two bindings share a name.

  2. If this sequence is a shot inside a master, the shot’s own Camera Cuts replace the master. Open the shot subsequence and set the camera there. A camera cut on the master is ignored while a shot is active.

  3. On the Level Sequence Actor in the level, open Binding Overrides. A remap there will force the cinema camera binding onto the camper camera at playback, and the sequence asset still looks correct. Clear that override.

  4. The camper Blueprint camera will also win if you are playing the sequence from the Blueprint viewport, or if that camera component is auto-activated / piloted. Auto Activate off on the BP camera, and play the sequence from the level instance. Rename the BP camera so the next time it steals the view you can see the name in the viewport.

  5. After rebinding, unlock and lock the viewport once. If it still jumps, the cut is bound to a possessable that no longer resolves (the actor was replaced) and Sequencer falls through to the other camera in the sequence. Make the cinema camera a possessable of the level actor, then drag that binding onto the cut again.

The usual cause of “dropdown is right, locked view is the BP camera” is either a binding override on the sequence actor, or a shot track playing a different cut.

Thank you! I used the Shot itself instead of the subsequence. Once I added the subsequence clip, and deleted the Shot everything worked as it should.