Transitioning from a Sequence into gameplay

For the camera, we used a custom behaviour, and at the end of the sequence, we take the position of the cam and put it in our cam behavior.

For the body animation, we still working on that…

I found that adding a “default slot” at the end of our animation graph help a lot.
We don’t need to modify the animation method on the squeletal mesh, all animation played on the mesh bypass the animation graph
(and maybe we can add blend there…)