Hi everyone,
i’m pretty new to Unreal and blueprints, so probably this question is pretty easy…
I got a main menu (a widget blueprint) in my application where I got some buttons with different functions. I’m having issues with two of them: navigate and video:
The first one is to jump into the scene, which is working perfect for now. By pressing the other one I would like to jump into my matinee animation, which is included in the same map as my level. I’ve been trying to set the matinee to “Play on the level load” and skip it whenever I use the first button, but I couldn’t figure it out… I don’t mind if whenever I use the video button it finishes in the scene again.
I’m pretty sure I got to do this with a boolean variable in the level blueprint, but I don’t know how to set the condition of that variable. I don’t know how to say to the level blueprint “whenever I pressed this button in the WB” reproduce my matinee!
Is it possible to do that? Do you guys think that is the best way to do it?
Thanks in advance
I would suggest maybe a boolean stored in a save game file to determine how the level was opened. You could then use a branch to determine whether or not the matinee/scene is called.
Thanks for the answer Filibuster,
Where would you host that branch and that boolean? I don’t understand at all the way you would do it.
This is what I got at this moment. I’m pretty sure it’s almost done, but it still doesn’t work properly.
Thank you!!!
Sorry for the delay in answering. I am having a little trouble understanding exactly what you want. Check out this solution i Whipped up for you. This is all taking place in the “Menu” widget. The Matinee plays when the level loads and can be stopped/reversed with a mouse click.
Hey! Thank you for the answer. I’ve tried what you suggested and whenever I click my button in the main menu it still runs the level without reproducing my matinee animation.
After that the message log says this:
“Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_Array_Get_Item from function: ‘ExecuteUbergraph_UI_MainMenu’ from node: Play in graph: EventGraph in object: UI_MainMenu with description: Accessed None trying to read property CallFunc_Array_Get_Item”
What exactly are you trying do? What I did was just to move a simple static mesh actor in play and give you the option to cancel/reverse the matinee.
Are you opening a new level and expecting a matinee to play?
Hi!
In my menu I got two buttons: “Navigate” and “Video”. What I expect them to do is:
- Navigate: whenever I press it, go tothe scene and move around it normally.
- Video: whenever I press it go to the same scene, but the first thing the player must see is a matinee animation I set before. Is a simple travelling around the scene with a matinee camera.
I didn’t understand what you mean before when you said that you “just move a static mesh actor”. what i got set as a Matinee actor it’s not a static mesh (it’s what i show in the screenshot).
I’m really confused…haha.
Thanks!!!
Just a camera. Do I have to attach anything else (like a Static mesh) to it?
What does the Matinee control?
Also if this answers your question mark it solved
Amazing!! Thank you so much for the video. That’s exactly what I needed.
I did it in my game and it’s ALMOST working. I don’t know why, but the problem I’m having it’s that now it allways reproduce the matinee animation.
Whatever I click in the main menu it prints the string “Create” and then reproduce the animation. Sorry for ask you again, but I feel I almost got it…thank you again!!!
if it is always printing create then the save game is not saving the save game it has created. My first reaction is to check your slot names and to check the file location of the save game to see if it actually exist. I can’t remember off the top of my head where it goes, but i will check it tonight when i get home. In the mean time look over this bit of documentation.
https://docs.unrealengine.com/latest/INT/Gameplay/SaveGame/Blueprints/
Unreal Projects\ProjectName\Saved\SaveGames
Go here and see if your save game is being created. If it isn’t then your script is not right.