Transitioning from a Sequence into gameplay

Our solution is a little bit complicated too, in order to make it work, you have to :

  • Use an actor possessable in the sequence So you have to drop your main actor in the scene instead of using the spawn location.
  • Then drag n drop your scene actor into the sequencer.
  • In the animation graph, just before the output, add a slot node with “default slot name” (you can look in the sequencer, when you play an animation, it’s by default this slot.
  • Use at least UE 4.15

That way, when the sequence start, the animation will cut the animation graph (and you can add some blending in the animation tree) and at the end of the sequence, the sequencer remove all he add.

In our case, we decided to add fate from/to black before all cinematics so it mask all kind of gliches.