I have a sequence that has a camera on track. I want to be able to have to player look around when the sequence is playing. I have my axis mouse x and y set up, use pawn control rotation checked on the camera. Blueprint looks like it firing just fine in when I play in editor. The only thing is, my camera appears locked.
If you directly animate the camera and use a camera cut track to tell Sequencer to look through that Camera, Sequencer will override the transform of that camera each frame. Instead you should make a blueprint that has the camera as a child component (ie: not the root component) and animate the actor in Sequencer. Then use your blueprint code to rotate the camera component in relative space.