Help! Quicktime Events?

I need help setting up a Blueprint for a quicktime event that triggers when the player touches an enemy.
Im trying to have it so the game will display a controller button onscreen that the player must press within a certain .
If the player is too slow they will take a little damage, but if they are fast the enemy will take damage.
The player has 3-5 opportunities to deal or take damage during the quicktime event and if the player successfully hits every quicktime button the enemy will take bonus damage.

P.S. ive only found one tutorial on quicktime events but its for UDK and the basic functionality between Kismet and Blueprints are so different that I cant reverse engineer the tutorial with my limited knowledge.
Thanks

I believe this could be done through a widget.

Something like this.

Is this for touch interface or physical gamepad/keyboard?

For keyboard and pad. You need some 3d mesh that can display texture with icon of key/button on it. You kind of need this for touch interface also.
So make some box or cylinder that can have icon texture. Then create such material and icons for buttons you need.

Now create blueprint for general quicktime action:

It should have relative to boss (or enemy) location and rotation, you also probably want bone name or index that this event should snap to. Also add option to snap in front to active camera instead of boss/enemy. Generally put some thought into this and make that quicktime bp flexible and crafted for your needs. Great things here would be exposing rotation and location of BP button and turning on 3d widgets for them. This should be some nice and easy to use blueprint that can display your buttons around boss.

Now you need actual event functionality. Some curve or interpto that can animate opacity and color of button over . Timer that uses in game , one that counts in dilatation (in case you want some slomo action and not get lost in recalculating timers).

Best way (safest) to implement such timer is “event tick”, do not use timers provided by unreal, they are harder to keep eye on, and easy to mess up, and you can always swap to real deal timers later on when code is matured.
So in event “begin play” you store game seconds since beginning in some “my_birth_Seconds” variable.
Then in event tick you use “nearly equal” node connect current game seconds and birth seconds, then tolerance is your timeframe for event. This is bit hacky way of comparing , but i found that “nearly equal” node more handy than float compare (no need for execution path, and you get boolean as results, so no philosophical thought about where to connect when they are equal).

Lastly you need to handle some events that tell player controler or pawn (or whatever holds main logic) that event succeed or not.

For touch interface, simply trace touch event if it hit your button in 3d space.

Some improvement ideas:

  • you can use matinee for camera, player and enemy, then play it accordingly to fail or success at pressing button.
  • make kind of master sequence quicktime blueprint, that places buttons at right spots during sequence and collects data about fail and success, then plays correct matinee part.

Trying to make same QTE events for my game using sequence and animation montages to change success and fail events , also using set timers for showing correct UI buttons on screen and taking user input .Were you able to make some progress??

Hello, you can use my plugin to create choice based games. It doesnt require blueprint or c++ experience. You just need to create your sequencers and use the plugin to connect them each other with choices. Have a look;

https://forums.unrealengine.com/unreal-engine/marketplace/1564449-interactive-story-plugin