I have a level sequencer where I’m using my player character’s blueprint with some animations assigned.
Now, for the animations to work at all on the Character Mesh, I need to switch its Animation Mode from Use Animation Blueprint to Use Animation Asset. The animations will then play fine. Once the level sequence finishes playing, I would like for the character to go back to how it was and use its Animation Blueprint. So, I right click Animation Mode, Edit Section, and then under Section Category, I choose Restore State for When Finished. The expectation is the Character Mesh will go back to using its Animation Blueprint. What happens is the character T-poses, so the animation blueprint is ignored.
The current hack to fix it is you can select the level sequence in the scene, and there is an option Restore State on it, if set to true, after the sequence is played, the character will go back to using the correct animation blueprint, doesn’t T-poses.
The problem: all of the objects from that scene will be restored to the original state. So if you are let’s say destroying something in your cinematic, that object will also go back to the original state, even if you try to specify on its track that it needs to ‘Keep State’.
Does anyone know a solution to this, or am I doing something wrong here?