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.
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)
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.
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.
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.