Best way to make a death animation?

I have this game which has a temperature meter. When it reaches 100, the player is set as dead, their input becomes disabled, an animation plays of player collapsing onto the ground and a game over widget appears on Hud.

The issue I’m having is that I’m not sure how to create the camera animation of player collapsing. My first thought was to create a new camera actor where player dies, setting player’s view to that actor and then playing a sequence, the issue is that the sequencer (as far as I know) can only record world offset and not the local one, thus the animation would always play out at the exact same place in every map. Also I’m fairly sure it needs a reference to a specific scene component and not a random instance of the blueprint.
I thought about using timelines, but then I’d need 6 different track for each axis.

I might try to use Blender to animate a camera, but I have barely to no experience with Blender, so I wouldn’t even know where to start.

Anyone has any idea about how to handle this?

Playing a death sequence or cinematic can be a tough one. You can see most AAA games just make the camera static upon death like dark souls (for eg.).

The issue that you might have with this idea of playing the sequence upon death is clipping. Because the player’s position in the game is not always perfect to play the sequence unless you force the player to do so.

Contemplate this idea if you still want to use it, then there’s a way you could do it. You can use the sequence components inside your actor class. You can read this documentation. Keep in mind that this is still in experimental stage.

Hope it helps.

2 Likes

Thanks for the tip. A blueprint sequence worked surprisingly well. I managed to avoid clipping by not moving the camera in X or Y axis, which makes it fall straight down into player’s collision :+1: