Hi there,
I’m trying to get a small cutscene of a lighthouse to play for the player when they are within the lighthouse switch trigger and press E. At the moment I just have it so when the player presses E the cutscene will play but this happens every time they press E. I’m unsure how to get it so it only works within the trigger box.
This is in my third person character:
and this is in the blueprint for the switch that just shows the “press E to interact” message
what is the simplest way to get this working?
Any help appreciated, thank you 
Even if I’m too late for you, this may be useful to someone in the future.
Use a GATE. If you press E when OPEN is the overlap, it’ll play. (at least this is one way)
I wouldn’t run the cutscene in the character or controller class. I’d have the Actor handle it directly.
When the Character presses “E” it gets overlapping actors and filters by specific class. Then calls an interface event on that class which will handle callbacks, LS validation, and playing the cutscene.
BP_CutScene
You can create a Bind for the player finish event in the Variables details.
Depending on your requirements or features you may want to implement the On Stop event.
BP_CutScene Class Settings
BPI_CutScene
Character
BPI_Pawn
Sequencer settings has the option to “Disable Input”, but that will not Flush any currently applied input. Meaning if the character is moving when you press “E” it will continue to move. You have to manually disable current movement on the character, then enable it when the sequence has finished.
Application would be at a minimum…