There are a few problems and I just found a solution to them using sequencer and a trick for blending animations from game play to sequence and back.
It’s not as simple as making the animations start and finish in the same idle pose as they could be in a fight for example and not in the idle pose. Another problem is animating the first person camera to react to whatever the AI is doing to the player and be seamless also. Remember that the player and the AI could be in a totally different position each time the sequence happens.
I discovered a way to blend an animation seamlessly from game play to a sequence and then found in the documentation they have something very similar here: https://docs.unrealengine.com/latest…ing/index.html
By doing this I can trigger a sequence when the character is close to the player and blend to another camera that is attached to the character, and temporarily hide the player character.
The sequence then plays the animations of the AI grabbing/hitting/kicking the player or whatever and moves the attached camera around like a cut scene in first person.
By using sequencer and this blending technique I can create complex interaction between the AI and the player in first person seamless with game play, that can work wherever the player or AI are positioned.
I think there’s still room for improvement but this is a much more robust way of doing it than what I was doing previously and a lot easier to create.