Hi there.
Background:
Our game has cutscenes. The usual way I trigger these is through special overlap actors that play a Level Sequence. These also have message dispatchers attached to them to do certain things pre/post cutscene etc. [HR][/HR]
Problem:
We have an ‘opening cutscene’. When the player starts a new game, this cutscene plays, and then input is given to the player.
I use my existing system to do this, spawning the player in the Map directly within a cutscene trigger.
Everything works fine, but it looks terrible.
Sometimes you’ll get a few frames of the player in the level before the cutscene plays.
It would look far better if I could trigger this cutscene straight away, as in:
| New Game Pressed | –> | Level Loads | –> | Sequencer Plays | –> | Input given to player |
instead of
| New Game Pressed | –> | Level Loads | –> | Collision Detected | –> | Sequencer Plays | –> | Input given to player | [HR][/HR]
Question:
What is the best way of playing this sequencer when a new game starts?
Should I use the options string in OpenLevel to trigger the cutscene instead?
Or is there a better, more Unreal sanctioned way I’m not considering?