I’m working on a first-person game where the player can sit down at various points in the level (multiple unique seats).
The flow is always the same:
- Player clicks a seat
- Set View Target with Blend to a camera used in a Sequencer
- A short cutscene plays (camera movement, maybe some animations)
- Player is teleported to the seated position
- Camera blends back to the player’s view (FirstPersonCameraComponent)
The same happens in reverse when standing up.
Once I have multiple seat positions in the level — each with their own Sequencer and CameraActor — Unreal starts to break down.
Sometimes, the camera jumps to the wrong seat’s camera, or switches back to the last-used camera from another sequence.
Even though I’m carefully controlling Set View Target, delays, and stopping/rewinding Sequencers, it’s just not reliable.
If any part of the timing is slightly off (like blending back to the player too early/late), the system goes out of sync.
It leads to random camera overrides, ghost jumps, or even loss of player input/view control.
I try to stop and reset the Sequencer, set playback position, deactivate other cameras, manage View Targets carefully… but if the timing is off by even a fraction, everything goes out of sync.
I’ve tried every trick blending to an empty camera, using delays, manually toggling camera components but it just feels like I’m fighting against the system.
Surely there must be a cleaner and more reliable way to handle this kind of interaction.
Sitting down and triggering a cutscene is such a common feature in narrative games, I can’t imagine every studio is using this many hacks just to make the camera behave.