How do you get the level sequencer to "keep state" and not jump back to the character camera?

Hi to anyone reading this and thanks in advance for taking the time.

What I’m trying to do is play a level sequence and not have it jump back to the player camera once it’s done playing. I’ve done some research into this issue already and going to the sequence animation properties and changing restore state to “keep state” doesn’t solve my issue. I’ve also tried using a “set playback range” node and making the “new end time” a frame before the animation is supposed to end and that also does nothing. I’m using a camera actor in the level sequence to orbit around another actor for this animation. Attached are some screen shots of what I’m doing. the Widget blueprint just shows that when a button is clicked I used an event dispatcher to trigger a custom event in the level blueprint.

Any help would be great.

Thanks,

Not sure I understand fully. Would you eventually want to jump back to the character camera at some point later? What should happen to the camera when the sequence is done? Should it just hold?

You could try calling Pause() on the level sequence player when it gets close to the playback position end (ie. close to 1.0). And then eventually Stop() when you want to resume control to the character camera.

I struggled with this one and tried a lot of things too. You actually have to do two things.

First thing is in the sequence details/properties, set Finish Completion State Override to Force Keep State. Sounds like this is the part you did, but there’s more.

Second thing is that, by default, Unreal uses a spawnable actor for the camera. So even if you keep final sequence state, the camera will be destroyed at sequence end, and Unreal will revert to the last used camera (probably your character’s). So in the sequence, you can right-click the camera actor and convert the binding to a possessable actor. This will make the camera persistent in the world, and it won’t be destroyed.

Hope this helps.