Soulslike Framework Docs
  • Welcome to Soulslike Framework!
  • Framework Overview
    • About the Framework
    • Features & Systems
    • Before Purchasing
    • Personal Assistance
  • Getting Started
    • Setting up Animations
      • Setup Locomotion Blendspaces
      • Setup Custom Montages
    • Using the Utility Tools
      • Easy Setup Tool
      • Asset Creators
      • Asset Browsers
    • Actor Tags
    • Finding References
  • Workflow
    • Using a Custom Character
    • Creating & Editing Actions
    • Creating & Editing Stats/Attributes
    • Creating & Editing Status Effects
    • Creating & Editing Buffs
    • Creating & Editing Items
      • Creating & Editing Weapons
    • Creating an Enemy
    • Creating Cinematics
  • Animation Notifies
    • Damaging & Combo's
      • Register Attack Notify
      • Weapon Trace Notify
        • AI Weapon Trace Notify
      • Fist Trace Notify
        • AI Fist Trace Notify
      • Area of Effect Damage Notify
      • Spawn Projectile Notify
        • AI Spawn Projectile Notify
    • Defensive
      • Try Guard Notify
      • Hyper Armor Notify
      • Invincibility Frame Notify
    • Feedback
      • Weapon Trail Notify
        • AI Weapon Trail Notify
      • Camera Shake Notify
        • World Camera Shake Notify
      • Launch Field Notify
      • Chaos Field Notify
      • Footstep Notify
    • Miscellaneous
      • Input Buffer Notify
      • Interrupt Montage Notify
      • Camera Sequence Notify
      • Set Movement Mode Notify
      • AI State Notify
      • AI Rotate Towards Target Notify
      • Adjust Stat Notify
  • Components / Managers
    • Player Specific Components
      • Input Buffer
      • Action Manager
      • Combat Manager
      • Interaction Manager
      • Inventory Manager
      • Equipment Manager
      • Ladder Manager
      • Progress Manager
      • Save/Load Manager
      • Radar & Radar Element Components
      • Central Debug Component
    • Shared Components
      • Stat/Attribute Manager
      • Status Effect Manager
      • Weapon Collision Manager
      • Buff Manager
      • Loot Drop Manager
    • AI-Only Components
      • AI Interaction Manager
      • AI Behavior Manager
      • AI Combat Manager
      • AI Boss Manager
  • Extending Functionality
    • Using Motion Warping
    • Custom Saving/Loading
    • Adding New Settings
    • Extending Weapon Animsets
    • Weapon Specific Impact Sounds
    • Resetting Enemies After Resting
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  • Creating Camera Animations for Executions
  • Creating Generic Cinematics

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  1. Workflow

Creating Cinematics

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Last updated 3 months ago

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Cinematics in Soulslike Framework can be triggered/played using two methods:

  1. By using the (can't be skipped)

  2. By spawning a B_SequenceActor (supports skipping)

You should use the first method if your cinematic is related to an animation - such as a finisher/execution/special attack.

You should use the second method if your cinematic is generic - such as being related to a cutscene. This method allows cinematics to be skipped.

Creating Camera Animations for Executions

Start by adding a B_BaseCharacter to an empty level, and reset its transform to 0,0,0.

Create a new Level Sequence. Open it up and add this Actor to the track:

You can get rid of the Transform & Control Rig (if you do not plan on using Control Rig) tracks.

Right-click the Actor track and open up the Binding Tag Manager.

Right-click and add the Player binding tag:

The Player object binding is important in cases where we need to know the current transform data for the player. This is the case for cinematics that are being played through an animation (executions/finishers/special attacks/etc.)

Next, add your execute/finisher animation to the track:

Add a Camera Cut Track:

Turn off Constrain Aspect Ratio, and turn on Override Aspect Ratio Axis Constraint:

(Optional) Adjust other Camera Settings to your liking:

Create a camera animation. Animate the Camera Transform by adding keys to it (refer to the Unreal Engine documentation if you're not familiar with basic Sequencer usage):

Then, right-click the Camera Cuts track and enable Can Blend.

Finally, add a reasonable amount of Fade In / Fade Out to the Camera Cuts using the sliders:

That's it. Since this cinematic will be playing during an execution/finisher, we can use the first approach (Anim Notify):

The result:

Creating Generic Cinematics

The process for creating generic cinematics is simpler.

Start by creating a new Level Sequence and building your cinematic. You can take a look at the provided cinematic sequences located in /SoulslikeFramework/Cinematics:

  1. LS_ShowcaseRoom

  2. LS_Boss_Start

  3. LS_Boss_Death

For easily playing your sequence and listening to its OnFinished() event, you can use the custom B_SequenceActor class that is provided with Soulslike Framework:

From the player HUD (referenced inside the controller), you can switch the Cinematic Mode on/off before/after playing your cinematic.

Cinematic Mode disables the HUD, and shows only the Skip notification if any key is pressed (skipping cinematics is handled by the B_SequenceActor class).

Camera Sequence Notify (AN_PlayCameraSequence)