Level sequence on BeginPlay is conflicting with setting an AnimBP for the character

I have a level sequence with the main character that should be played on BeginPlay.
The character is set to Replaceable Actor in level sequence.
Animation mode of the character is set to Custom at the start of the sequence and switches to Anim Blueprint at the end of the sequence.
Every track in the sequence is set to Keep State.
Finish completion state override in the sequence asset details set to Force Keep State.
When I start Play mode the sequence plays as intended and when it finishes the character switches to A-pose.
Set Anim Instance Class after the end of the sequence helps to apply the pose, but motion matching is still doesn’t work.
What am I missing?

Hello @Dm_0001

From what you’ve said since your using Motion Matching there may be a couple other little things that could be preventing it from properly working after the sequence has finished playing.
Before we dig right into troubleshooting I’ll just have a couple questions or things to check to narrow down what might be happening

How are you driving Motion Matching?
Are you feeding the Character Movement Component velocity/acceleration into the Pose Search Database or is there a specific Gameplay Tag/State Machine transition in your AnimBP that triggers after the sequence ends?

Is the Skeletal Mesh Component re-initializing its pose?
Sometimes manually calling Set Anim Instance Class right after the sequence ends applies the class but the Pose Search History node inside the AnimBP doesn’t have enough frame history yet to blend into a Motion Matching state properly.

While you’re at it, one quick test to determine which of the two it is would be, Does your Level Sequence track specifically restore control or do you have to re-bind the AnimBP via blueprint and call Initialize Animation on it?

Tell me how you’ve got the AnimBP set up to begin with after your cutscene finishes and we’ll see what we can come up with!