First person camera cutscene

Using the Sequencer, I am trying to make short animations that take over when the player interacts with an object. Specifically, when the player comes to a ladder, an animation will take over that carries the player up the ladder, and then gives back control to the player. The sequence either doesn’t play, or it doesn’t take over the POV. Maybe I’m going about this all wrong.

With what camera do you animate your sequence? In the sequencer you can choose what camera in the actual shot is used. I think you are not using the camera from your Player.

A quick solution for me is to animate the Player itself, i mean the character mesh with a head, and Play this Animation instead of a sequence.

I added a camera at the spot where the sequence is supposed to take over. That way as the player either enters the area or interacts with a specific object, the sequence is supposed to play (from the new camera perspective). Even if I got it to work though I would have to find a way for the player to appear in the right spot at the end of the sequence. Another idea I had was animate an object and attach the player to it. Like for the ladder, have an object move up the ladder to a spot at the top and somehow attach the player character to I so they move up the correct spot. I need an attach/detatch node or something in the object bp. If that works then it would useful in many instances, and the player would also be able to look around while moving with the sequence. Ideas?

Ah ok. Now i’m understanding. Did your Sequence Play without the Player in the right place and with the sequence camera. If yes, then you could try this: Get your sequence camera and in your levelblueprint make a function like: GetCameraLocation. Over a Eventkey in the sequencer you can fire this function and get the current Location and Rotation and set with this Event your Players Location to this one.

I hope you understand what i mean.

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I get the idea and when I have time I’ll try it and let you know. To be honest, I try to avoid the level blueprint. I try to keep the sequence entirely in the actor blueprint. Maybe that’s where I’m doing it wrong. I’d like to be able to drop an actor bp into a level that has a sequence built into it. Can that be done or is it still too experimental? And is the camera approach better than an attach node like the alternative I mentioned? Really appreciate the suggestions.

Sort of mixed things up. What I’m trying to do is a transport system which takes the player through the sequence. However, the player is not matching the location and rotation as set by the object “travel” that moves through the sequence. It only works if my character can stand on the object.

Hm…maybe i don’t get it. You wan’t to do a travel System in wich you see your Player that moves with a travel(platform?) but you want to see this in a sequence?

Like you wrote: If you place your Player on top of the travel Thing, then the Player moves with the “platform”. But what do you mean with the Location does not match?

I may not be explaining myself clearly. Basically I want to use sequences to animate an object that the player “attaches” to so they move along with it. The purpose is to move the player from one place to another, like up and down a ladder. Originally I planned to move a cinematic camera and just show the clip, but now I think transporting the player is better. The “Set Actor Location and Rotation” was meant to “drag” the player along with the object, but it doesn’t work, the player stays put. The only thing I have working is an “elevator” type transport. There must be some way to drag and lift the player along with the animated object, some type of “attach player to object” followed by “release player from object”.