UMG Widgets and Set View Target with Blend

Hey guys, a quick question:

I am trying to create a cutscene and have a textbox appear on screen at the same time. I am using “set view target with blend” to use the camera for the cutscene, however by doing so it seemingly becomes impossible to have UMG widgets on screen. Any widget that is already on screen will disappear and any new ones that I add using “add to viewport” just don’t show up. Is there any way around this? Or any other approach to what I’m trying to do?


Okay, solved the issue by turning my actor blueprints (cameras) into pawn blueprints and using possess instead of set view target. Probably not the best way, but it’ll do for now.