I attempted to create an event scene by starting the Level Sequencer at the beginning of the game.
However, for some reason, once the Sequencer playback begins (presumably after the camera cutscene finishes), the camera suddenly switches—despite the Sequencer still being in playback—to a location where I don’t recall placing any camera, likely the origin point of the world.
I’m only using the Level Blueprint, where I play the Sequencer using the Player, and then switch the camera using the “Set View Target with Blend” node.
- Target: Get Player Controller
- New View Target: Camera A, which is placed in the level and used within the Sequencer
Ideally, I would like the event scene to remain visible after it finishes playing, and continue displaying the last frame until a button is pressed by the player.
This is my first time developing a game in Unreal Engine 5. Although I have studied on my own using reference books, I’m still unfamiliar with many of the foundational elements, including environment setup, as they are often not fully covered in beginner materials. I understand this might cause some inconvenience when asking for support, but I would greatly appreciate any assistance you can provide.
Additional Details on the Current Setup:
- “Camera Cuts” track has been properly set up in the Sequencer
- Camera A is likely set to “Possess” in the Sequencer (when I right-click the camera in the track list, only “Convert to Spawnable” is shown as an option)
- Camera A is animated throughout via keyframed transforms within the Sequencer
- In the World Settings:
- “Default Pawn Class” is set to None
- “Player Controller Class” is set to a custom blueprint I created (named
BP_PlayerController
) - In
BP_PlayerController
, “Find Camera Component When View Target” is enabled (disabling it did not change the issue; ideally, I would like to keep it enabled)