I’m in the process of building the framework for an RPG, and have put together the basis for a functional 3D inventory menu. It works by playing a Matinee after an input action key is pressed, and this Matinee controls a single camera which is fixed to the character, and when it is played, it moves to a new position where the inventory is displayed.
Now I’m totally lost, and I fear that using Matinee instead of manually animating a camera was a stupid mistake. Either that, or I’m completely missing some things.
The fact that I’m using Matinee has forced me to do all the scripting for this within the Level Blueprint, because Matinees cannot be saved as assets in the content browser, and cannot be referenced by any other Blueprints (as far as I know). The fact that Matinee has seemingly forced me to use the Level Blueprint to control my inventory system creates obvious problems that ultimately destroy the functionality of the system.
Ideally, the main character Blueprint would contain everything the inventory system needs to function so that all I need to do is drag and drop the main character Blueprint into any level before bam, I can hit play and everything works fine.
-
Is there any way at all that I can spawn this Matinee in every level, and reference/control it in the main character Blueprint? Or am I doomed to create an animation for the camera externally and use that instead?
-
Or, perhaps, should I manually animate the camera by manipulating its 3D world coordinates?
I just don’t understand why you aren’t allowed to save a Matinee as an asset.