Hey there, thanks for the tutorial! I'm trying to figure out how to set up multiple level sequences to be played similarly to how animation sequences are blended together. We have a character for an interactive film that needs to transition between animations but animation sequences dont hold complex data like lighting cues or prop interaction. So my question is there a way to trigger different cutscenes (level sequences) at different times
You can key data like lighting cues and prop interaction directly in sequencer. There's a full Constraints system for prop interaction, and lighting cues, fx cues, even blueprint event calls all be incorporated into level sequences. Unless you're looking to incorporate interactive input (and technically even that can be facilitated in parallel with level sequence playback) basically anything/everything in Unreal can be animated in Level Sequences. Are there any particular demos/tutorial content around this that could be of help?
Yes exactly, that's why I'm hoping to use level sequences instead of animation sequences because the project doesn't have a controllable character, it's like a interactive cutscene with a main character. So for example you have that cube in your scene with one level sequence moving it up and down. But what if you wanted to have 10 level sequences moving that same cube with different directions/animations. I'm assuming they'd all be able to be triggered through programming at different times but is there a way to blend those 10 level sequences together. I'm new to nodes so I'm not sure if there's some node that can do something like that. Also thanks for the response!
Thanks for the effort! My issue is a little more complicated. I have a sequence that is playing on loop. Everytime the pawn passes through the collision box, I want to stop the looping animation and play a different looping animation. I want to have one of 4 random looping sequences trigger each time you overlap the box.
@kitworkz... This should be doable by inserting a “stop” node at the start of the execution flow (to stop playback of the existing loop) then using a “Multigate” node to randomize the playback of the next sequence. (One multigate output per sequence, set the multigate to randomize)
@@PixelProf Awesome thanks! I've tried a couple stop nodes, but I'll give this a shot! If this works you are the true goat. I haven't found it anywhere!
Thank you so much! You've been pretty helpful 🫶
Hey there, thanks for the tutorial! I'm trying to figure out how to set up multiple level sequences to be played similarly to how animation sequences are blended together. We have a character for an interactive film that needs to transition between animations but animation sequences dont hold complex data like lighting cues or prop interaction. So my question is there a way to trigger different cutscenes (level sequences) at different times
You can key data like lighting cues and prop interaction directly in sequencer. There's a full Constraints system for prop interaction, and lighting cues, fx cues, even blueprint event calls all be incorporated into level sequences.
Unless you're looking to incorporate interactive input (and technically even that can be facilitated in parallel with level sequence playback) basically anything/everything in Unreal can be animated in Level Sequences.
Are there any particular demos/tutorial content around this that could be of help?
Yes exactly, that's why I'm hoping to use level sequences instead of animation sequences because the project doesn't have a controllable character, it's like a interactive cutscene with a main character. So for example you have that cube in your scene with one level sequence moving it up and down. But what if you wanted to have 10 level sequences moving that same cube with different directions/animations. I'm assuming they'd all be able to be triggered through programming at different times but is there a way to blend those 10 level sequences together. I'm new to nodes so I'm not sure if there's some node that can do something like that. Also thanks for the response!
Thanks for the effort! My issue is a little more complicated. I have a sequence that is playing on loop. Everytime the pawn passes through the collision box, I want to stop the looping animation and play a different looping animation. I want to have one of 4 random looping sequences trigger each time you overlap the box.
@kitworkz... This should be doable by inserting a “stop” node at the start of the execution flow (to stop playback of the existing loop) then using a “Multigate” node to randomize the playback of the next sequence. (One multigate output per sequence, set the multigate to randomize)
@@PixelProf Awesome thanks! I've tried a couple stop nodes, but I'll give this a shot! If this works you are the true goat. I haven't found it anywhere!