Creating Cinematics
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Cinematics in Soulslike Framework can be triggered/played using two methods:
By using the (can't be skipped)
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.
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:
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:
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:
LS_ShowcaseRoom
LS_Boss_Start
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).