How do I make a cutscene play and disable the input of the enemy character (BP_Sosed) and the Player (BP_Human) during the cutscene, and reenable the inputs after the cutscene is over? And also, whenever the cutscene ends, BP_Sosed is still invisible even if I add Set Visibility at the end of the Level Blueprint.
In Unreal Engine, there are input mapping contexts. Set up a dedicated cinematic input mapping context for yourself.
At the start of the cinematic, add this cinematic mapping context, and make sure it consumes all inputs.
At the end of the cinematic, remove the cinematic input mapping context.
Alternatively, you can remove all existing input mapping contexts at the beginning of the cinematic and re-add them once the cinematic ends.
is it in the level blueprint
Hello @LegoLuigi_OFFIC1 ,
To disable/enable your character with this, it should work.
Then, to disable your enemy’s movement,if I’m not mistaken, you will have to “disable the movement logic” while the cutscene is playing and then reactivate it when it ends.
As for visibility, when you disable movement, you can use something like this:
I’ll also leave you the documentation on how to use enable/disable input
Setting Up Input on an Actor
If you need more help, you could send me your AI code and tell me which version of Unreal you are working with, and I’ll see if I can give you a hand.
Hope it helps!
i found disable movement in the blueprint but bp_sosed isnt compatible with the type of self


