Looks that the issue has something to do with the fade event not being on the camera directly. Work around is to create a FSM on the main camera to fade in when the scene starts, have a bool that gets turned to true when the scene ends. Then the FSM on the camera fades out.
Example FSM on the main player camera
![](https://www.incredigeek.com/home/wp-content/uploads/2019/05/image-2-1024x293.png)