Hi
I’m attempting to create a type of “cutscene” that are seen in old school JRPG or in platformers like Ori and the Blind Forest. Basically, when the player walks to a trigger volume that will trigger the cutscene, the player will no longer be able to control the character and the character will then be animated to continue the story point or whatever the character is suppose to do at that point. There won’t be a “cut” in the camera at all as the camera will be seamlessly transitioned using “Set View Target with Blend” in BP.
Here’s an example of what i meant
In this clip, the player is able to move forward until an event is triggered and the “cutscene” took over and animated Ori placing the rock on the altar, so on and so forth. And to progress in the cutscene, player needs to press X when the dialogue box appears and it continues the cutscene and eventually gives the player the control again. The possessed player’s character is always in the scene and always seen.
I’m wondering whats the best way to achieve this effect. Currently, I only need the player character to move forward a couple of steps and then turn right to look at an altar behind the player (its a platformer also) and a dialogue will pop up. I’ve used sequence recorder to record my player character doing all that but I am not sure how to blend the current player into the recorded sequence.
I’ve googled this and the only solution I found is creating separate clips of animation and then blending it using Anim BP. It seems a bit impractical to create 1000 different clips of him walking forward and doing slightly various things, when I could’ve just easily animated the player translating forward, or record the player’s “gameplay”.
Will sequencer or blueprint be able to achieve this? Is there a way that I can create a blueprint that temporary possesses the player to perform the cutscene and then give the player control again?
Any suggestions or help will be greatly appreciated! Thanks!