I have a cutscene that plays on event begin play at the start of the game. In it I have the player blueprint spawn and play it’s animation. At the end of the sequence I want to be able to possess the player so that it can smoothly transition from the final frame of the sequence to playable so that you see the sequence end and immediately can play without a camera cut. I have an On Finished event bound, but it seems difficult to get a reference to the player spawned inside the sequence to be able to possess it. Any ideas on how to go about creating a reference to a spawned player in a sequence?
Figured out a solution. I just spawn the player in the level blueprint, use a placeholder actor with the animation in the sequence, get the binding ID for it and set a binding to my spawned character so that it uses it instead of the placeholder. That way at the end of the sequence my player is available to possess since it was spawned outside of the sequence. Weird way of doing it but it works.