How to hide/unhide static meshes tied to the Player Character Camera using triggers.

It’s been awhile since I posted on the forums here, but since my last post I’ve gotten much better at unreal so far, however, just like any other person, I myself have been running into roadblocks here and there.

SO! Right now I’m currently trying to develop a way to add "Cinematic Black Bars’ to the player camera when said player interacts or simply walks into a trigger.
Think of it like a cutscene in first person, where you walk down a hall, you enter a trigger, a noise plays, player character turns around, two black bars fade in and appear both on the top and the bottom of the screen, cutscene, cutscene ends, bars fade away, yada yada.

My issue lies in the fact that I know there are many ways of doing this, but I cannot seem to find anything that alludes to this very specific thing. (At least from all the searching I’ve attempted…)

Currently my idea is to use two separate static meshes that are connected to the player character’s camera, and are invisible most of the time, until called and shown after walking into said triggers. (And of course going away after the supposed cutscene ends, preferably with a fade animation.)

2025-03-19 20-17-18.mkv (4.9 MB) I’m not sure if there’s a better way of posting a clip but this is just a quick video that represents kinda what I’m going for. Below is a picture of what I would want visually.

If anyone knows a lay down on how to set that up, or can send me a video that describes what i’m talking about that’d be dope!

1 Like

Static meshes is not the way :slight_smile:

Take a look at this

You don’t have to do it in the sequencer, you can do the same thing from the player blueprint.

2 Likes

Oooh ok, I’ll take a look, thank you!

1 Like

Hmm, I’ve been messing around with this thing, cool to know about it now for sure!
However the video doesn’t provide enough context I’d say, there doesn’t seem to be a “Crop” option by default like there is in the video, since he’s mostly just showing it off without explaining in more detail on how he set it up and got it to work the way it does in the video.

I guess I should clarify I’m going for like an in-game cutscene kinda thing.
This is a super deep cut, but kinda like how Resident Evil Survivor has moments where the character starts looking at things and the bars fade in, but it doesn’t cut from the first person camera in general sometimes.

I guess what I’m looking for is to show the bars within the set camera the player is seeing through already, instead of switching to a camera angle like in most game cutscenes. (Which I do think I will be messing with in the future of the project, so knowing this asset in general is good overall.)

EDIT: Although I’ve gotten much better at using unreal engine as a whole, I still consider myself very very amateur as a whole since this is my first game utilizing it. I used to make Doom Snapmaps for years so essentially I’ve jumped from “In-game map maker, to full on game engine” haha.

Here’s a rough idea, I put a cine camera in a character

crop

2 Likes

Ensure you’re using Cine Camera component:

2 Likes

Alternatively, create a widget with black bars on top & bottom.
You can also easily animate them.

2 Likes

Success! It took some trial and error but I got it working with widgets perfectly now. It’s tied to a trigger now as well which was the main goal to get the bars to appear from in the first place.

The pictures don’t show it but it animates how I would want them too.


Thanks guys!

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.