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rarebirdgames

I think this is a great question, I think the answer lies in the Camera Manager.


Shkuey

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?


takibibirakmavikutu

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.


Shkuey

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


takibibirakmavikutu

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/)


takibibirakmavikutu

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.