Every single game I want to make in UEFN will be improved if we were able to play cutscenes and have them be instigated to players, without technical limitations like only the first player gets to see it until it finishes, or I need (cutscene * players) amount to instigate. Such a fundamental piece is missing from the engine, and there is no word in the roadmap about it.
with the Cinematic Sequence Device there is an option âVisibilityâ that you can change to âInstigator Onlyâ, unless youre doing this and theres some kind of technicality? In a previous project I had an intro cutscene for each player that connected to the island and it worked.
as for collision, the barrier device has a âAdd Player to Ignore Listâ function to have certain players with collision. you can tick âInvisible to Ignored Playersâ to have the barrier visible to players that have collision and invisible to players that dont. you could aslo have the barrier ignore certain classes/teams
It seems that you are still unaware of this. Imagine you have a Cinematic Sequence A which takes letâs say 1 minute to complete. Now player X starts watching the cut scene. At 30 seconds player Y also starts watching the SAME CS. This results into an issue, because player Y cannot start watching the cut scene until player X finishes with it. To workaround this issue we have to duplicate the device for each player. Each player would call into their dedicated CS. This is far from being ideal. Sometimes the number of CSs will explode.
The Scene Graph will provide a temporary but dynamic solution to this problem though. We will be able to create prefabs that contain devices. That way we can dynamically spawn a CS for each player as needed and remove it later on instead of pre-placing it into the world.
now i understand. this workflow isnt an issue with only cutscenes or cinematic devices, its almost a core uefn workflow issue. theres many other examples of having to duplicate items per player, even per âentityâ (towers in a tower defense, all need their own unique animation sequence and cinematic device) i suspect the scene graph component workflow relieves some of these issues being able to create your own prefabs to drag drop in. i havent tried it yet, but it seems very similar to a Unity prefab workflow
Yes, similar to that. But yeah, this is why its still an issue, because you dont want players losing a cutscene, and in a game with lots of them, you cant have CS*Player on all cutscenes, that would bloat memory
Until this gets fixed, hereâs a workaround without creating multiple seqs
If your cutscene isnât too advanced, you can get away with using:
- One Sequence
- One Fixed Point Gameplay camera
Move the gameplay camera around during the cutscene instead of an actual cinematic camera actor.
Then once the cutscene plays in game, add the player to that gameplay camera.
On the sequence stopping you can remove the camera from them.
I have tested this with the âEveryoneâ visibility and it works, but there are some cons as this isnât a solution - itâs a workaround.
Pros:
- Can have multiple players viewing the cutscene without interruption
Cons:
- Takes a bit a setup and is best used in conjunction with Verse to track who to show the cutscene to and when to remove the camera from them
- The Camera movements are not as accurate, so if you want fast camera cuts, you might want to use multiple gameplay cameras
- Rotations lerp no matter what for some reason. May be because its a fixed point cam, maybe try the other one (not orbit)
- Not tested extensively, use at your own risk.
Hope this helps!
Thatâs great information, I ll give this a try. Thanks!
No problem!