I have a problem with a Level Sequence, and I’m wondering if anyone else has experienced this!
The problem is that I have an Actor that triggers a Level Sequence using a trigger and a Boolean variable.
Another Actor uses a reference to set the trigger’s Boolean to True, which starts the cinematic. This part works perfectly! However, the player’s camera randomly flashes on screen for a fraction of a second during the cinematic.
But if I start the sequence directly from the Sequence Actor, everything works fine! The sequence plays smoothly without any issues.
I’ve tried everything! I even disabled the player camera. During the sequence, the Level Sequence camera is supposed to be active instead of the player camera, but the problem still occurs.
Has anyone experienced something similar? I also have a video showing the issue if anyone wants to see it!
The sequence itself is fine, because playing it from the Level Sequence Actor is clean. The flash only shows up when another actor flips a bool that starts it, so that path is either restarting the sequence or playing a player that does not own the camera cut. Disabling the player camera component does not stop this. The player controller will still show the pawn for any frame the camera cut is not actually bound.
Check these in order:
Play once. If the bool is read from an overlap or from Tick, and that event calls Play whenever it sees true, the sequence restarts and the camera cut drops for a frame. That reads as a random flash of the player camera. Gate it with Do Once, or only call Play on the false-to-true edge, and do not call Play while Is Playing is true.
Play the placed actor’s own player. Get Sequence Player on the Level Sequence Actor in the level, then Play. Do not use Create Level Sequence Player for this. A player you create in Blueprint does not have the possessable bindings of the actor you already tested, so the Camera Cuts track has nothing to cut to and the view falls back to the pawn. Disable Camera Cuts must be unchecked on that actor.
No gap and no blend on the cut. A blend-in on the first camera cut, or any gap in the Camera Cuts track, shows the player camera for those frames. Put a cut on frame 0 with blend time 0, and do not let the track go empty during the shot. Lock Outgoing on the cut stops the pawn camera winning for one frame at the boundary.
Nothing else may set the view target during the shot. Search the character and the trigger for Set View Target with Blend. If that runs on tick, or when the cinematic unpossesses, it flashes the player camera even with the camera component disabled.
Same actor. The other actor has to set the bool on the same sequence actor you tested by hand, not a second copy of the same asset. Two sequence actors will fight, and the one without a camera binding is the flash.
Temporary test: replace the bool with a key press that calls Get Sequence Player, then Play, once. If the flash disappears, the sequence is fine and the retrigger is the bug.