QTE - Advanced

LabbWrenth

17m

Hello everyone, I am trying to figure out how to make Quick Time Event’s in Unreal Engine 4. The project is a zombie game, and I am still relatively new to ue4.
Here is an example of what I want →
(2) Unreal Engine 4 | QTE(Quick Time Event) - System - YouTube

Now, Obviously I won’t be able to accomplish what naughty dog did to that degree, but with the two examples given, I hope you can see what I am going for.

I want the enemy zombie to try to bite the player character while playing an animation,
but i want that player character to be equal to the animations that the enemy is doing.
And I want it to be a quick time event, so the player can tap a button to kill the zombie with and attack animation.

That is the best I can describe what I am trying to achieve. I do not need it to be as good as the uncharted example obviously, but I would like the player character to at least react to the enemies QTE animation simultaneously and allow a player input to attack.

Please ask any questions if I did not explain it well.
Thanks for any and all inputs!
-LabbWrenth

Hey there @LabbWrenth! I think the best method would be to go ahead and make the simplest version of a QTE and then get more advanced with your mechanics. I have 2 sets of resources that should help you get the basics together, and then from there you will have to get a bit more in depth with animation notifies and blend states.

Disclaimer: One or more of these links are unaffiliated with Epic Games. Epic Games is not liable for anything that may occur outside of this Unreal Engine domain. Please exercise your best judgment when following links outside of the forums.

Part 1 very basic QTEs:

Different QTE type, rapid presses (no audio):

1 Like

Thank you! I will refer to those links and continue to post here if I have any more specific questions. Thanks for your insight though, I appreciate it! :sunglasses:

1 Like

No problem! If you do end up completing it and require anything of the more advanced category, it might be pertinent to mark this one as solved and open one based on the more specific/advanced topic later. Though that’s all personal preference.