Create a seamless transition to first person cutscene
I'm currently working on a project for a First person game that includes a few in-game cutscenes. It's based on the first person example scene and uses a copy of the first person player character.
The cutscene i'm working on right now is of my character opening the door and walking through the doorframe. I'm using a door with a trigger volume that simply send a message through a dispatcher to the level blueprint so he plays the matinee. I'm also teleporting the player character to the final position of the camera used in the cutscene, in order for the player to resume playing from there.
However i'm currently having issues with the transition between the gameplay phase and the cutscene : Whenever I activate the trigger on my door to play the cutscene, the camera cuts instantly to the second camera in it's default state, play the matinee then cuts back to the player camera in the position it was when the trigger was activated.
What should I do to smooth out that transition between the gameplay and cutscene? If there a way to dynamically set the first keyframe of my matinee / sequence so the second camera starts with the same position and rotation as the player camera? Or should I work out a way to move and rotate the player character and its camera to be placed like the second camera in it's first keyframe?
asked Dec 01 '15 at 03:00 PM in Blueprint Scripting
Did you try to use "Set view target with blend" to smoothly blend from your player's camera to the matinee camera before starting the cutscene. If it works you can just go back to the player cam the same way at the end of the cut scene.
answered Dec 01 '15 at 03:08 PM
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