Is it possible add a matinee to a saved blueprint?

I am trying to create an object that plays an animation when it takes damage. I can create it using the level blueprint. I want to be able to have a version saved in the content browser so I can easily replicate it. When I save it as its own Blueprint it loses the reference to the matinee and I am unable to re assign it.

Hello,

It is not currently possible to add a Matinee to a Blueprint. The functionality is limited to Level Blueprints.

Regards,

-Stephen

Are there plans to integrate this? It would be very useful for us.

We do not have plans to simply ‘integrate Matinee into a Blueprint’. You cannot place an Actor (like the MatineeActor) ‘inside’ another Actor. We do have long term plans though for a whole new Matinee that would be able to work both in a Level, controlling Actors, and inside an Actor (Blueprint) controlling Components.

Right now the main way to keyframe Components within a Blueprint is to use a Timeline. This is more limited compared to Matinee (no scrubbing or interactive keyframing, cannot control animations). Because of the way they work, it is not quite clear how we could easily extend Timelines to do these things, but if you can think of small features that would help until we get to this big ‘Matinee 2.0 initiative’, do let us know!

The animations we need are very simple so a Timeline in Blueprint could work . Where would I find this?

The Rocket documentation for Timelines should be able to answer your questions.

https://rocket.unrealengine.com/docs/ue4/INT/Gameplay/Blueprints/UserGuide/Timelines/index.html

Cheers!

I know this thread was answered awhile ago, but I thought I should weigh in because I may be exploiting a bug. I can use a matinee in my BP’s (see images below) I can confirm that the matinee plays just fine. The one issue is when you populate the editable field of selecting which matinee you want to be played. When in the, “defaults” section of the BP and you attempt to populate field pertaining to the matinee you want to be played, that matinee will not show in the field. However, if you look at the BP’s details. You will see that the field is in fact populated with the Matinee data you selected, & when you test your BP it plays the chosen matinee without error.

If what I’m doing is exploiting a bug. I hope the fix doesn’t remove the functionality because I have already design a good handful of BP’s utilizing this method.

It is totally fine to have a BP that, when placed, is set up to reference an existing MatineeActor in the level. I think that is what your current BP is doing. What you cannot do is:

  • Put the MatineeActor inside your BP so it is automatically placed as part of the BP
  • Set up the BP defaults to point to a MatineeActor instance in a level

Anvil.Drop,

I note that you have created a variable which you set to reference a Matinee Actor in the level. As James Golding states in his second point, this should not be done. Regarding the fact that it CAN be done is actually an error that you can get more information about in this post:

https://rocket.unrealengine.com/questions/7959/bug-matineeactor-variable-type.html

Cheers

Just to clarify, it is fine to set a reference to an actor on an instance of the BP, but not in the BP defaults. That is something we have disallowed in more recent builds.

Are this informations still up to date? How can i then create per bluprint property animation behavior?

IMO main matinee feature is preview of animated properties. Providig faster iteration and easier tweaking.

One feature that doesn’t sound that complex would be nice interface to easily export matinee vector and float tracks into timelines. So you can tweak some animation in matinee, then export raw tracks into timeline and script it to behave analogically. (It’s not that hard to connect set location / set material property/ set rotation etc to timeline output)

use “get all actors from class” and you will get a reference from anywhere, in this case from player pawn blueprint

Get all actors worked fine for me!

note that the example is suposing you have only one matinee actor in the whole map, if you have more than one then you should add instead of the get node a “for each loop” node plus a string comparison, etc…

I’m having trouble with this at the moment. String comparison?? Can you post a screenshot? :slight_smile:

I’ve got several matinees I’m working with. Could you screenshot how you’d specify particular matinees to play?

I would also like to see screenshot of version with “for each loop” and string comparison. if you can do that please

2 years have past and there are still no clear answers. someone from the staff had said "We do not have plans to simply ‘integrate Matinee into a Blueprint’ ". So this thing is possible after 2 years ? or it is still not possible ?

it would be very useful if we can add a matinee to a blueprint class and use it everywhere, even in other projects. Nobody wants to recreate some long matinee keyframes, cutscenes over and over again when you create a new project.

Lets say you created something very long and good cutscene with matinee but you can’t use it in the other projects.

If there is a way for this please share. Any help will be appreciated.

i need a screenshot too