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…