Hi,
I’m running into a problem with Level Sequences and external cameras. I made a sequence, added a Camera Cut track, assigned a Camera Actor from the level, and enabled “Keep State”.
But after the sequence finishes, the view always goes back to the previous camera — no matter if “Keep State” is on or not. I was expecting it to stay on the camera used in the sequence.
Right now I’ve added a workaround by modifying FPreAnimatedCameraCutTraits::CachePreAnimatedValue to switch to the camera I want after the sequence ends.
Is there a better way to keep an external camera active after a sequence finishes?
Thanks!
Hi [mention removed],
I’ve followed the reproduction steps you provided, and in my testing (using Unreal Engine version 5.5.4), the behavior appears to be as expected. The main game camera remains the one specified in the Camera Cut Track, the camera that is marked as “Keep State”.
In my test case:
- I used a Level Sequence that includes an external camera actor from the level.
- This camera was added to the Camera Cut Track and marked with “Keep State.”
- I triggered the Level Sequence both at level start and via player input.
- In all cases, the render camera correctly switched to the one in the Camera Cut Track and remained active after the sequence finished.
If this isn’t what you’re seeing, it may be due to something specific in your project setup or possibly a modification to the engine that affects this behavior. It might also be something that I’m missing in my test project that I did not grasp from the message.
If possible, could you try to reproduce the issue in a clean project? Alternatively, sharing a minimal test project where the problem occurs would be extremely helpful for further investigation. Also version 5.6 is out and it could be interesting to see if your issue goes away, but as mentioned I tried this in version 5.4.4, and it is working correctly.
Best regards,
Joan
Hi Joan,
Sorry, I described the issue a bit too briefly the first time. I’ve attached a minimal test project where the problem is reproduced - built using Unreal Engine 5.6, as you suggested.
The core issue is that right after the Level Sequence ends, the camera makes a visible jump, even though “Keep State” is enabled and an external camera is used in the Camera Cut. So while the correct camera is technically restored, there’s still a quick flicker or jump at the end of playback.
You can trigger the animation by pressing the “1” key.
Let me know if you’re able to reproduce it with the attached project.
Best,
Dmitriy
Hi [mention removed],
Thanks for the repro project. I could reproduce the issue. It does stay the same camera but it does the jump you mention. I’ll report this case to Epic and share a public link bug tracker so you can see when the bug gets fixed. Epic devs will also add the fix commit once fixed so you can integrated directly to your engine.
Best,
Joan