Quick answer: Unreal Sequencer Camera Cuts track snapping between cameras instead of blending? Use a Camera Shake or a smooth blend on the Camera Cut section itself.

A cinematic switches cameras with a hard cut, breaking the flow. Camera Cuts are designed for cuts; blends need extra setup.

Camera Cut Section Blend

Right-click the Camera Cut section → Properties. There’s a Blend option — pick a curve. The transition between cameras eases over the section’s blend region.

Camera Anim or Spline

For complex moves, use a single camera following a spline, animated via a Transform track. No cut, continuous motion.

CanBlend on PlayerCameraManager

At runtime, APlayerCameraManager::SetViewTarget with a FViewTargetTransitionParams blend time gives you a clean blend — useful for switching from Sequencer to gameplay camera.

Verifying

Cuts now ease between cameras over the configured duration. Cinematic transitions look intentional.

“Camera Cuts can blend; use the section’s blend property or animate a single camera.”

Reserve Camera Cuts for sharp story moments. For montages, animate one virtual camera — gives you a continuous take and easier editing later.