In my level sequence (it is actually a cut-scene where player climbs down a ladder) there are only one skeletal mesh (player arms) and a camera-actor attached to skelmesh’s “head bone”.
We have the animation playing correctly in player sequence editor.
However,
When we play it from blueprint (in-game) by using SetViewTargetWithBlend() on the sequence camera, it looks camera is not receiving movement and rotation keys correctly from the sequence and in the result,not following the head bone.
The strange thing is this setup is working correctly for similar sequences we made for the game O_o.
We solved this problem by re-animating the camera without using the skeletal mesh attachment. Unfortunately our blueprints and scenes are too complex to share but all I can say what I do is plug the animated camera actor’s reference of the level sequence to “New View Target” pin and getplayercontroller(0) to the target. There is no blending and locking outgoing…
Strange, our same type of level sequences work on other maps…
If there’s no blending, why don’t you just use a camera cut track in Sequencer? It will take over for the player camera and then switch back when the sequence finishes.
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