Camera Sequence Interrupted by second player triggering

Now that I re-read your issue, I think I gave incorrect advice. Since you only want one camera playing for one player at a time, and want to “steal” it, then you’d just use the single cseq and camera - and just the one mutator zone - but you would also have some extra code in place that just forces Stop on the cseq for the previous player (you’d need to keep a reference to the first player) when another Player comes in. I think the plumbing is there to make all that possible.

My previous explanation was about giving every player literally their own unique cutscene/camera, which can all work simultaneously. You don’t need that, but it’s the same idea - the key option is that “Visible only for instigating player” thing.