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Syncing matinee camera with player camera

What is the best way to have a matinee cinematic scene finish on the exact camera coordinates as the third person player camera so that the transition is seamless?Is it just a matter of altering the end keyframe coordinates of the matinee camera to be the same as those of the player cam or those of the player start component?

Is it possible to composit/overlay a UMG or text component over this matinee sequence or is there a better way to do this - for example can I bring in a png countdown sequence from After Effects and overlay this animation on top of the cinematic sequence ? (Its for a countdown sequence 5-4-3-2-1-).

Product Version: UE 4.9
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asked Mar 09 '16 at 09:03 PM in Blueprint Scripting

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joeycampbell
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It is possible to set the camera's final location the same as the player camera but it is too much trouble. What i suggest(and often do) is to use an event track and an event key through the end of the animation and then use Set View Target with Blend function to transition between the Matinee camera and the player.

For the countdown it would be easier and better looking to use UMG to do that. You can do the countdown by using a Timer or a Timeline.

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answered Mar 10 '16 at 02:37 AM

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Jacky
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avatar image joeycampbell Mar 15 '16 at 01:51 PM

Can you send a screenshot ? I can add an event track and key but I'm unsure how to "Set View Target with Blend function to transition between the Matinee camera and the player".

avatar image Jacky Mar 21 '16 at 04:21 PM

Actually you probably wont even need an event track if you aren't playing Matinee automatically. Check out the screenshot:

alt text

You will need the first blend when the matinee begins. It will change the actual game view from player to matinee camera. Now, when the matinee ends it will stay at matinee camera view since we set it as new view target when the matinee began. So you'll use the second blend node with matinee finished pin so that it blends the view back to player camera in blend time seconds you set.

matcamerablend.jpg (78.9 kB)
avatar image Jorgster Jan 24 '17 at 11:42 AM

When doing this, the player cam is locked in location and is not connected to the capsule (as it moves separately). Any ideas why this is happening? Locked controls?

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