Sequencer Camera Cuts Keep State 5.5.4

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