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How do I stop a Level Sequence and switch back to my player camera?

I have a Level Sequence that runs live during the game. I cant figure out how to get the camera to switch back to the player after the sequence finishes. It just sit there on the last shot. I have the end time set for 105 seconds. Im not using the GitHub version. The Sequence is launched via a blueprint.

Thanks!

Product Version: UE 4.11
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asked Apr 15 '16 at 07:54 PM in Blueprint Scripting

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PDubulous
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avatar image PDubulous May 17 '16 at 07:45 PM

I'll get you a screen grab when I get back to my office!

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5 answers: sort voted first

I found it eventually. I dont know why this eluded me for so long. STOP Function with the target is a level sequence.

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answered Apr 16 '16 at 01:49 PM

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PDubulous
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avatar image Joseph.H.S May 17 '16 at 06:13 AM

Hi, PDubulous. Actually how did you solve it? I met the same problem myself and dunno how to switch it back. I'm using 4.11.2 now.

avatar image PDubulous May 17 '16 at 07:46 PM

I'll get you a screen when I get back to my office.

avatar image nawega88 Jun 17 '16 at 12:12 PM

Not sure it's optimal way, but i skipped it by setting playback position.

Sequence Skip

sequenceskip.jpg (55.9 kB)
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I did this by after having the cutscene play out of being manually cancelled executing a "Set View target with Blend" node.

Stick "Get Player Controller" into Target and "Get Player Character" into New View Target (or your scene camera if it isn't in a character blueprint with your mesh)

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answered Sep 19 '16 at 12:01 PM

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Ryatta
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Sorry, I never came back and replied to this, but Ryatta is correct on how to do it. We actually have a custom function for this now, but it's nothing too fancy. We use a Stop function followed by a Change Camera function that has all of the variables added to it. It gives us great control over blend time and other things like that.

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answered Sep 19 '16 at 02:29 PM

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PDubulous
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Sorry, I never came back and replied to this, but Ryatta is correct on how to do it. We actually have a custom function for this now, but it's nothing too fancy. We use a Stop function followed by a Change Camera function that has all of the variables added to it. It gives us great control over blend time and other things like that.

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answered Sep 19 '16 at 02:29 PM

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PDubulous
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https://docs.unrealengine.com/latest/INT/Engine/Sequencer/HowTo/TriggeringSequences/

Try doing it this way, and then at the end add the following.

After you have enabled input based on the sequence end, cast to your player character and then using the get player controller create a set view target and plug in your character from the cast node as the new target.

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answered Oct 22 '16 at 05:49 PM

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Chroman
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