Level Sequencer "Go to End and Stop" node screws up player movement/level collision

Trying to do a save load system where the effects of a cutscene are loaded in from the save by just calling the play node off of the level sequence and doing “go to end and stop”. However, this causes really strange interaction between my player and my level geometry. My player can be teleported to another part of the room by being flung.

I’m very confused what’s causing this as I enable the collision overlay and it shows all the collisions as being fine. What makes this even weirder is I don’t have this problem when I just “play” the cutscene. It only ends when i do the go to end and stop node. And yes it also happens if i do play and immediatley afterwards call “go to end and stop”.

Please help, this is doing my head in

I have ran into this same issue. Have you managed to fix it? Or happen to have found a work around?

Nope, just gave up. I expect it’s not just a level sequencer issue though and has something to do with the CameraManager as well because I was doing heavy modifications of that as well.