Let me start of and say that I am learning UE4, blueprints, C++, and so on as I build my game. I’m new to this. Here’s my dilemma: I have a widget called MainMenu and as you could infer it controls Continue, Start, Options and Exit. I’m using buttons to trigger changes whether is be starting, changing the menu, brightness, and so on. I’ve got that down. Where I’m running into a problem is: I want the start button to trigger a matinee event. When you click start, the camera swings over to another room. Currently in my level are two Matinee actors. Matinee 1 is a stationary camera. Matinee 2 is the swing camera. Matinee 1 is being initiated by a box trigger. So as long as the player is in the box, the matinee will continue to run on a loop. I read I should use an Event Dispatcher to communicate between a blue print and a level blue print, but that is only good for actors in the level I thought; won’t work with a widget? I hope I’ve explained all that you need to help me out. Thanks
How do I make a GET node? I don’t see an option for just “GET”
So this is my code:
MainMenu is the UMG
MainMenuWorld is the Level Blueprint
I placed an Event Tick to have the code continuously running to see if it ever receives the True Command. It does not. What am I doing wrong?
BTW: Cast fail is the only way for it to complete the circuit
Ok, the code works. When I click start, Matinee2 is initiated. AWESOME! However, I need the viewport to stay at the end of Matinee2. In other words, the camera goes from point A, flies to point B, then stays at point B until another action is pressed. I thought I could solve this by teleporting the player character to a box trigger that initiates a looped Matinee. I ran the level and when the player is teleported, the event is triggered, but the Matinee does not play. Here’s my messy code:
Here’s a video of it half working
It worked!!! Thank you so much for the help. I’m now working on reversing the Matinee, but I can take care of that. Thanks so much
Hi Diat Funa.
I’m wondering if you could expand on the UMG Button onClick to Matinee for me?
I have 4 matinees in my Level Blueprint. I have setup the Buttons in UMG with OnClick events. I’ve followed your guide above to get one of them to work using ‘Event Tick’ and ‘On Begin Play’ but confused how I would trigger each matinee separately. Is that even possible or should I just make 4 levels each with 1 Matinee?
Any help would be appreciated.
UMG BP
LEVEL BP
Yes. I was over thinking the issue and have since solved it for my use case. Basically, I was getting confused as how I was going to split the “Event Tick” event in the Level BP. I was able to do it by executing a “Sequence” from the out pin of the “Event Tick” event so it would start listening for any of the 4 button onClick events. Below is my new UMG BP and Level BP.
UMG BP
LEVEL BP. I added a MatineeController per each matinee so when it’s Finished it just opens the level again and resets the HUD. Probably a little hacky way of doing it but it works.