Being able to Play and Stop matinee sequences from C++ and ideally getting matinee controller callbacks would be a godsend.
In our game, we are handling level transitions with a series of matinee sequences and character teleporting.
Example of entering a new planet:
- Start Level Streaming
- Play Entry Matinee
- Play Loop Matinee until level is loaded
- Display new level and Play Arrival Matinee
- Teleport Character
- Transition to Game Mode
Here’s a programmer version of the animation sequence.
As you might imagine this mostly deals with starting Matinee sequences, blending between cameras and listening for matinee finished events. In the example above with only 2 matinee sequences and 2 cameras, the BP looks like this:
Unfortunately I designed a C++ system to manage this by pawing through unreal api docs and seeing what functions were exposed on AMatineeActor. Imagine my surprise when AMatineeActor was essentially useless and my references were incomplete types. This raises an interesting question: When looking at API docs, what can I look for that would tell me whether a class or function is accessible? Here’s the UCLASS for AMatineeActor:
UCLASS(MinimalAPI, NotBlueprintable, HideCategories=(Collision, Game, Input), ShowCategories=("Input|MouseInput", "Input|TouchInput", "Game|Damage"))
I can probably design a better re-usable blueprint version of this in a macro library, but for me it will never be as clean, manageable, searchable, extendable and testable as my C++ version would be.
Please extend the C++ implementation of AMatineeActor, I would really appreciate it!