[flow_default] Transcription: 004 Finishing the cutscene.json
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transcriptions/004 Finishing the cutscene.json
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{
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"audio_file": "004 Finishing the cutscene.wav",
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"text": "Hi everyone, welcome to a new tutorial. So right now we're going to be actually playing this animation whenever our map starts. So to do that, we actually need to play the animation first on the widget itself. So we need to set that whenever the widget renders, the animation actually plays. To do that is pretty simple. So we're right now at the widget where we have left over on the last tutorial. And what we're going to do is we are currently in the designer mode. We want to go to the graph mode. So let's just switch over to the graph mode. And as you can see, there's a bunch of properties here. And this is responsible for all the events that are happening on the widget. So we can get rid of the pre construct and the event tick, but we are going to be using the event construct. The event construct basically gets fired whenever the widget creates itself. And that's when we're going to be using the event construct. The event construct basically gets fired whenever the widget creates itself. And that's when we need to play our animation. So what we're going to do is we have our animation here on the variable side of it. So let's just drag it over. And let's create a reference, which is a gather here to our animation. Perfect. Now let's just drag this right here. And let's say play animation. There you go. So the intro animation just got connected to the animation of the play animation. And whenever the event constructs, so then whenever our widget is built, we want to execute the play animation. And that's it. So let's compile and save. And again, this just makes sure that the animation plays whenever the widget gets built. So we can now close this right here. And let's go back to our map. So let's go to our level blueprint again. And here's where we're going to add the logic to actually have that intro played. And then once that intro ends, sorry, the loading ends, we will play the intro scene. So let's just disconnect this for now. And the way I did this, I just hold down control and I just dragged it off. So to build our loading screen first, what I'm gonna do is I'm gonna create a new event and this event is gonna be responsible for displaying the widgets itself of the loading screen. So in a sense, it just organizes your blueprints, which is really helpful. So let's right click it in an empty spot and let's search for custom at custom event. And let's do this build loading screen. So this is the name of our event. So here we're going to build our loading screen. And to do that, we're going to just drag it and create a new widget. So if we search for widget, there's the cast to widget, we don't want that we want to create a widget. There you go. So this is going to build our widget. So now on the class here, we can just select the one that we created, which was UI intro. And we can drag this. And the last step to actually build a widget on the screen is to add to the viewport. So let's type add to the viewport. This just makes sure that the widget is displayed properly on the screen. And you can actually see it. So let's just drag the return value to target and drag the execution flow to the execution flow. Perfect. Now, if we drag, as you can see the graphs, you have the build loading screen right here. If we drag it off, it's going to be fired as an event. So whenever we begin play, we can actually build the loading screen and then we can play the intro scene. Perfect. So let's see what happens when we try to compile that and play. So let's compile, save, let's go back to our demo map and let's hit play. It's loading. As you can see, it shows the loading screen, but it actually executed the cutscene and we wanted to wait. So one way to get rid of that is to simply go, so I'm pressing ask here to stop the play. One way of doing that is to add a delay between the build loading screen and the play interest screen. So what we can do is we can disconnect this right here and instead just add a delay. And let's add a delay of five seconds, which is basically the time that it takes for a loading screen to go. Once completed, we play the interest screen. So let's see what happens when we do that. So let's compile and save, go back to our demo map and hit play. We should see a loading screen. There you go, the loading screen shows up and our player and then the cutscene. Perfect. So it has the correct timing, but as you can see, the player was kind of leaked while it was transitioning to. So to fix that, what we're going to do is we're going to get out of play mode by pressing escape. We're gonna go to our UI and we're gonna go to our background in the timeline and we're gonna move the frame from 250 to 475. So we're gonna start fading at the end of the animation. And then from 475, we end the fade at about 525. Let's see how that works. So it doesn't leak too much to play and actually starts animation right at where it's ending. So let's compile and save. Let's go to the demo map, let's hit play. So now we can see the loading screen, it's pitch black fading right now and the cutscene starts perfectly. And there you go. You have your first loading screen, cutscene, everything that you need to get started building awesome scenes like this. So yeah, thank you so much. See you next.",
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"language": "en",
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"confidence": null,
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"duration": 338.84
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}
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