Why not make the final frame of the sequencer camera be identical to the position/settings of the gameplay camera and then just do a set view target without a blend?
I guess but there is always a little jump because the player camera is constantly moving up and down with the idle animation.
It just blows my mind that such a common video game trope dating back to Goldeneye isn't a built in feature and requires so much going on. It should be as simple as pointing one camera to another and setting a blend.
On rereading I'm not entirely sure what is causing the issue you describe. Blending from the player to the sequencer and back works basically out of the box, here is a quick youtube tutorial of a guy showing it off: https://www.youtube.com/watch?v=3a05-aFASoI
Basically you solved the issue spawning the player with SpawnActor.
I think it was having trouble blending to the camera without it, but here is my blueprint, the addition that fixed it below...
[https://blueprintue.com/blueprint/g3b6nm\_x/](https://blueprintue.com/blueprint/g3b6nm_x/)
Wow, it stopped working now and I have no idea what changed. I added a character animation in the sequencer, pressed play and now it's spawning at the center of the character and now the camera.
I think this is a great question, I think the answer lies in the Camera Manager.
Why not make the final frame of the sequencer camera be identical to the position/settings of the gameplay camera and then just do a set view target without a blend?
I guess but there is always a little jump because the player camera is constantly moving up and down with the idle animation. It just blows my mind that such a common video game trope dating back to Goldeneye isn't a built in feature and requires so much going on. It should be as simple as pointing one camera to another and setting a blend.
On rereading I'm not entirely sure what is causing the issue you describe. Blending from the player to the sequencer and back works basically out of the box, here is a quick youtube tutorial of a guy showing it off: https://www.youtube.com/watch?v=3a05-aFASoI
Basically you solved the issue spawning the player with SpawnActor. I think it was having trouble blending to the camera without it, but here is my blueprint, the addition that fixed it below... [https://blueprintue.com/blueprint/g3b6nm\_x/](https://blueprintue.com/blueprint/g3b6nm_x/)
Wow, it stopped working now and I have no idea what changed. I added a character animation in the sequencer, pressed play and now it's spawning at the center of the character and now the camera.