[Closed] Trouble with Matinee
I've been having trouble figuring out how Matinee works in Rocket since the documentation about implementation is incomplete. Here are my general points of confusion:
How do I create a new Matinee?
How do I add the Matinee to my level?
How do I connect an actor in my scene to a track in the Matinee editor?
How do I set whether or not a movement track is World-Relative or Absolute?
How can I blend multiple Anim Control Tracks. In UE3 it depended on a special setup in the Anim Tree and the Actors had to be Matinee Actors... but neither of these things exist in Rocket as far as I can tell.
How do I make a Matinee play on level start?
asked Mar 11 '14 at 02:48 AM in Blueprint Scripting
ue4-archive ♦♦ STAFF
The question has been closed Oct 03 '14 at 05:12 PM by Jonathan Dorman for the following reason:
This is a question from the beta version of the engine. We are marking this answered for tracking purposes. If you are experiencing an issue similar to this please post a new question.
answered Oct 03 '14 at 05:12 PM
I know you have already received some answers from here and the forums (thanks Henrik), but for the sake of thoroughness I'll address each question that I am able to, and then I'll bring in someone more knowledgeable for the ones I don't have answers for yet.
I hope that helps to begin to explain things for you. As I said, I'll ask one of our Matinee specialists to take a look at this and answer the questions that I was not able to.
I also had trouble figuring out how to create a matinee and still don't have the ins and outs figured out but the basics are:
Creating a new matinee is no longer done in Kismet, but in the Content Browser - Right click, Miscellaneous, and create a Matinee Data object. Name it, drag it into your level. From the Matinee dropdown in the top UI, your newly created matinee appears, and you can click on it which will open the editor.
(I know you saw my answer on the forum but may as well repeat myself here for the benefit of others).
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