I think it would be really handy to have a video tutorial showing the way that is the best, or easiest to manage, for implementing quick time events in Blueprint.
It doesn’t seem like implementing them would be particularly hard, but it would be nice to get an idea of how other people are doing it.
Static or dynamatic QTE? I know its not hard to do, but also it there is the type of animation you may want to display (unless you are going to let it carry off into a specific animation if the QTE isnt met like having a “game over” screen pop up, etc).
The interesting challenge would be doing it all in blueprint without touching C++, though I am pretty familiar with doing it in C++, but I do think it would be a good idea for a tutorial.
An example of what i want to do: using a chain attack on a horn on a large bosses head brings up a button prompt to quickly hit Triangle, which if succesfull will pull you on top of the bosses back. If you fail you will fumble the pull and pull yourself straight into his horn and take damage.
Basically reaction commands from kh2.
Since you have familiarity with QTE’s in C++ could you please make a tutorial of it?
Thanks for the suggestion, Xendran. I will bring it up for consideration.