Dynamic Possession.
- Create the binding: Add an instance of the actor to be spawned to the sequencer.
- Right click on the binding in sequencer > Dynamic Possession > Endpoint > Quick Bind > Resolve to Player Pawn. This will create a function for the dynamic binding in the director blueprint.
- You’ll also want to spawn the level sequence during gameplay. You can do that in the level blueprint, for example. These blueprint functions will do that: From Begin Play > Delay > Create Level Sequence Player > Play (from Return Value).
This binds the player0 pawn only not just anything spawned with a player start. If you want to bind anything else, say an AI pawn, you should modify step 2 so that it finds the desired actor instead of player0.
