I’m trying to enable a seamless FPS cutscene, when the player walks into a box trigger, the camera should blend to a new Camera Actor, play out a short animation, and then switch back control to the player. Instead, when the player hits the box trigger, he crouches (for some reason), stops moving, and then a few moments later maybe the camera will jump to halfway through the animation, where it will remain stuck.
It sounds like there might be a few issues with your setup for the cutscene. Here are some suggestions to help you troubleshoot the problem:
Check the box trigger setup: Make sure that the box trigger is properly set up to trigger the cutscene. Check that the box trigger is set to detect the player’s collision, and that the “OnActorBeginOverlap” event is correctly bound to the cutscene sequence.
Check the camera actor setup: Make sure that the camera actor is properly set up to capture the desired view of the cutscene. Check that the camera is set up to smoothly interpolate from the player’s view to the cutscene view when triggered.
Check the cutscene animation: Make sure that the cutscene animation is properly set up and that it is playing correctly. Check that the animation is set to play from the beginning when triggered and that it properly blends back to the player’s view when the cutscene is finished.
Check the player’s movement: Make sure that the player’s movement is properly disabled during the cutscene. Check that the player is not accidentally crouching or stopping movement when the cutscene is triggered.
Check for errors and warnings: Look for any errors or warnings in the editor console or in the Blueprint graph. These may provide more information on what is causing the problem.
If you are still having issues, try breaking down the cutscene into smaller parts and testing each part separately. This can help you isolate the problem and find the root cause of the issue.