Cinematic Camera moves to wrong location when attaching to actor

There is a sequence that involves 2 actors. Cinematic cameras are attached to each one by a socket referenced through their CharacterMesh0. When you step into the trigger of the second actor it triggers the sequence to play. The problem is this: The Cinematic camera goes inside the player model on the player actor when the triggered sequence plays. The Cinematic Camera is supposed to stay where it is attached and pan around using Transform key frames. The Camera works just fine in the sequencer when I press play that way while the camera is selected as the viewport. The unintended behavior only happens when I press play on the actual game editor. Can someone please tell me what is causing this?

Please see the pictures attached for a visual guide. The “unexpected” is created by pressing play on the editor and the “expected” is created by pressing play in the sequencer. You can see that in the unexpected picture, the camera is inside the player model since it starts in the wrong location.


After further troubleshooting I’ve found that the camera I am using in the sequencer is actually not being used when the sequence is triggered… Why is it creating a new camera instead of using the camera attached?

your sigma camera has a lightningbolt, it’s spawned

Hmmmm true. That being said, I found the issue and I’m pretty embarrassed… I had 2 different sequences in the level. I was editing one when thinking I was editing the other. Hence, there were no changes when I went to troubleshoot my changes. Sorry for the silly post!

The reason the Camera was showing up inside the model is because it was going to the default location since it couldn’t find the socket I was specifying. I had an error in the socket name on the attached binding… Oops. This is resolved.