I’m trying to set up a system where the player can click a button in the HUD and the camera will rise a few hundred feet in the air and pitch downward so the player can place things on the terrain. Afterward, the player clicks the same button and the camera flies back down to first-person view.
Right now, a lot of it is working. I’m using a Camera Animation Sequence so that I can animate the camera upward in a smooth motion. Plus, as a CAS, it allows me to set relative numbers for the camera instead of absolute world locations. But the problem I’m seeing is the camera snaps back to its original location at the end of the animation. I’d like it to stay up in the air afterward.
I’ve tried right setting the Location and Rotation tracks so that their “When Finished” setting is “Keep State”, but that doesn’t seem to make a difference.
Am I missing something in the settings, or is my general strategy for this feature flawed?