Inquiry Regarding Seamless Gameplay and Sequencer Blending Issue

Dear Epic Games Support Team,

I have been encountering an issue related to the seamless blending of gameplay and sequencer animations. I followed the official documentation: Blend Gameplay Animation to Cinematic Animation, which describes how to achieve this functionality.

Here is the workflow I followed:

I dragged the Sequencer into the scene.
In the Sequencer’s Details Panel, I disabled the camera’s aspect ratio and unchecked the Override Aspect Ratio Axis Constraint option.
Using the above steps, the blending worked as expected, and the transition was seamless.

However, when I dynamically create a Sequencer using the Create Level Sequence Player node in Blueprint, I encounter a problem. The camera’s field of view seems to jump for a single frame during the transition. While the jump is subtle, it is noticeable and disrupts the seamless blending.

Even if I manually drag the dynamically created Sequencer into the scene and set the Override Aspect Ratio Axis Constraint to False, the issue persists, and the transition is not smooth.

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I am unsure if there is a way to dynamically access and modify the Override Aspect Ratio Axis Constraint setting of the Sequencer’s Actor Details Panel after the Sequencer is created using the Create Level Sequence Player node. Unfortunately, I have not been able to find a corresponding node in Blueprint to achieve this.

Could you please advise if there is a way to dynamically access and modify this setting in Blueprint? Or is there a recommended solution to resolve this issue?

Thank you for your time and assistance. I look forward to your guidance.

I found the root cause of the issue. The problem lies in the fact that the GameplayCamera cannot transition seamlessly with the Level Sequence camera. Only traditional cameras can achieve this. I’m not sure if the GameplayCamera currently supports blending with Level Sequences, but at least for now, I haven’t been able to make it work.