Gameplay to Sequencer transition problem.

Hello, i created sequence for gameplay transition. That is a first-person view sequence. Sequencer has blended 2 animation. First animation is “idle” and same as sequence player pawn. And then it blends with weight to another animation. On editor, there is no problem when sequence begin, it is smooth and no problem. But when i build game, camera acts weird at transition when “sequence play” called. Like it is snappy. Like it is jumps to sequencer’s idle animation camera view. (Camera is attached to the head bone and i call pawn’s idle animation when i possess it). Long story short is there a way to match pawns idle animation and sequencer’s idle animation? Because it acting weird, on editor it is smooth but not in builded game.

Yeah, i solved my problem. Camera jumps when animation starts because pawn’s animation not matching with sequencer’s animation. I freeze pawn’s animation by adding animation and uncheck “Playing” checkbox. It makes animation freeze on first frame. It makes animation positions same until played by sequencer. It was dumb question, but maybe someone needs help about this. So here is the solution… If you try to make gameplay to sequencer transition this is how i done.

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