Announcement

Collapse
No announcement yet.

Activate matinee anim after multiple triggers ''Help Needed''

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Activate matinee anim after multiple triggers ''Help Needed''

    Normally i find answers on the internet, but i can't find my answer this time. I need help on the following: I have a level in which another area will be opened trough an matinee movement, think of this like a door that opens to another area. But! I want to integrate in that first area multiple matinee animations which are activated on touch. Let's say i create 6 of these small experiences/animations troughout this area. Well here it comes!: i want the door i spoke about which opens to another area only to open after all those other matinee animations have been touched (on touch trigger) and played. It does not matter in which order these triggers (other matinee animations) are played before the final matinee door is activated.Also, which setup should i use within blueprint? i guess i have to build something there to succeed.


    If someone understands what i am looking for, i am thankfull for your dearest help!
    Best wishes A.

    #2
    I found one topic here on the forum about my question> https://forums.unrealengine.com/show...tinee+multiple

    Copy of the answer of the other post:

    Just add in the Levelblueprint a Variable(Boolean) for each trigger.
    Now you write in every trigger that he should set his Variable in the Levelblueprint to true if he is active. After that an Custom Event should be called.
    This Event Fires a Branch that checks if all 3 Vairables(all Triggers) are true and if they are the Branch fires the Matinee.
    Flownodes:
    Each Trigger: Event Overlapp --> Set "TriggerPassed"(True) --> Call Custom Event
    Custom Event: Event --> Branch (Condition: All Triggers true?) --> Start Matinee


    Still, i cannot figure out how to succeed. What do i need exactly? There are so many objects in the blueprint that have thesame names. For example wchich boolean should i use?

    Thanks for the help if possible!

    Comment


      #3
      Hello Alle Konst,

      I have made an example that I believe will help you get where you are going. I hope that this helps.

      Example:

      In this example the top three triggers are the other events that can happen in any order. The fourth (bottom) event would represent the final matinee that you would like to run after all of the other have been triggered once. The print string is where you would put the logic to run your final animation.

      Things I used in this example:

      - 3 boolean variables (gateone, gatetwo, gatethree)
      - 1 AND boolean Node
      - 4 Trigger box volumes
      - 4 OnBeginOverlap Events
      - 1 Branch Node


      Click image for larger version

Name:	OpenGateHelp.png
Views:	1
Size:	136.5 KB
ID:	1079296


      Make it a great day

      Comment


        #4
        Originally posted by Rudy Triplett View Post
        Hello Alle Konst,

        I have made an example that I believe will help you get where you are going. I hope that this helps.

        Example:

        In this example the top three triggers are the other events that can happen in any order. The fourth (bottom) event would represent the final matinee that you would like to run after all of the other have been triggered once. The print string is where you would put the logic to run your final animation.

        Things I used in this example:

        - 3 boolean variables (gateone, gatetwo, gatethree)
        - 1 AND boolean Node
        - 4 Trigger box volumes
        - 4 OnBeginOverlap Events
        - 1 Branch Node


        Make it a great day
        Well yeah that was the thing i wanted to describe in the other thread
        Maybe I also should make a screenshot next time

        Comment


          #5
          Hi Rudi and Nonimus, thank you both for the help, i will get into this tomorrow and hope for a good ending. Mayby one last question could be, what if one trigger is activated, is there an logic solution or option to freeze other triggers until one animation or trigger has been fulfilled (ended)? Otherwise many triggers could start at thesame time when exploring around further what could cause problems for the gameplay in a small area. Thank you and goodnight!

          Comment


            #6
            i have looked into the setup but cannot find the red true/false boolean variable described in the post as: Set gate. Is there a ''set gate'' item in the blueprint? I have context sensitive off by the way.

            Comment


              #7
              I am new with the blueprint but start to understand some things i guess by playing around. To get back on the ''Set Gate'' issue. To get the Set gate i guess i clicked/added on the left side of the screen by clicking on +variable (under variables) and named a boolean after ''Gate one. Gate two etcetera as you can see in the picture above by Rudy, if i am right this problem is solved. I will test the whole trigger system today.

              Comment


                #8
                I have tried the manual but still the animation is not working, see here my setup, what could i do wrong?:

                Comment


                  #9
                  I have tried the manual but still the animation is not working, see here my setup, what could i do wrong?>:

                  Comment


                    #10
                    Hello Alle Konst,

                    It looks like both of your variable are currently set to false. If you look closely as my example you will see that the check box next to the name of the variable has been checked. This will set the boolean variable to True. I hope that this helps.

                    Make it a great day

                    Comment


                      #11
                      Fantastic, Always those little details, it works now. Thank you Triplett!

                      Comment

                      Working...
                      X