Is there a way to blend cut scenes with gameplay?

Is there any documentation about implanting cut scenes that seamlessly blend in and out of gameplay ? Similar to the cut scenes before each fight in games like MK11 or the ones scattered in Arkham knight ? I can create them but getting them to blend in and out of gameplay particularly when the main character is the focal point is where I’m having trouble.

Is anyone able to help with this ?

Cheers

So this documentation link will help with blending the animations into and out of the cutscene.

If you’re also looking to get the camera to seamlessly blend from gameplay to cutscene (and vice-versa) use an Event track on the sequencer’s camera and add a key at the very beginning of the sequence. Double-click the key to open the Sequence Director, it will also automatically create the sequence event you’ll need. Get the player controller within the sequence event and use the reference to the camera (labeled ‘Target’) to ‘Set View Target With Blend’, setting ‘Blend Time’ to whatever is appropriate for the scene transition. You’ll do something similar at the end of the cutscene, but the Event key will be just before the very end of the sequence (if the blend will take 1 second, the event should be at least 1 second before the end of the cutscene) and you’ll need to pull up a reference to the player’s pawn from the Player Controller to set the new view target. You’ll also want to move the start and end of the ‘Camera Cuts’ track away from the very start and end of the sequence to stop Unreal from snapping the camera. Of course, if you plan to only blend out of the cutscene (like Mortal Kombat) you won’t need to bother with moving the start of the ‘Camera Cuts’ track.

Just make sure that the Event track you use for the camera blend is a Camera Event track, not a general Sequencer Event track, otherwise you won’t get the reference to the sequencer’s camera.

I hope this helps.

Can confirm this works great for blending into the sequence but I’m having problems blending out - it just snaps. I’ve got the camera cuts track ending 1 sec before the end, the event key to trigger the blend out at the same frame, the director bp using that event to SetViewTargetWithBlend to the player pawn over 1 second. However, rather than blending, it just snaps straight back to the gameplay cam : (

Thanks man excellent technique, helped me quite a lot!!!

Just to add to this and address the problem Davros is having, you will also want to make sure you have “keep state” on the camera cut that ends the sequence, that way you won’t experience the snapping.

Here some ways you can achieve this:

1- In Sequencer, Right-Click in your Camera Cuts Track. Enable (Can Blend). It will allow you to blend In/Out of your scene using a curve/line…

2 - Add a Weight track to your camera transform. Blend from 0 to 1. Make sure the camera you are using in Sequencer is possessable and update its position before your trigger the level sequence…