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How to possess a pawn after a sequence plays after clicking on New Game?

I have a live main menu with the pawn's mesh in the screen. Once you click on New Game it transitions straight into a sequence cinematic.

At the end of the sequence, I switched the pawn's mesh out with the actor blueprint in the same position and moved the camera to where its third person camera would be so the possession of the pawn would be seamless...

But after the scene is done the player goes back to the camera thats looking at the main menu. Any solutions?

Extra Info: In the level blueprint's BeginPlay I set the View Target to the Camera that's facing the main menu, I think that's might be the issue... but I can't find a way to solve it.

Product Version: UE 4.19
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asked Jun 17 '18 at 12:33 AM in Blueprint Scripting

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st pablo
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avatar image Nebula Games Inc Jun 17 '18 at 09:46 PM

Did you use the nodes "Un-possess" and "Possess" for switching your pawns? I feel like you haven't switched your "controller" over to the new pawn and it is still controlling the "main menu camera" pawn.

avatar image ThompsonN13 Jun 17 '18 at 09:57 PM

you may actually need to tell the game to use the third person camera again once the cinematic is over. you can do this with the set view target with blend node

avatar image st pablo Jun 18 '18 at 12:38 AM

I solved my problem by dispatching an event from the Main Menu widget blueprint and having the code run in the Level blueprint instead. I think my problem had something to do with trying to switch camera views within the widget instead of the level. Thanks for the reply!

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