[flow_default] Transcription: 002 Autoplay in blueprints.json
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transcriptions/002 Autoplay in blueprints.json
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"audio_file": "002 Autoplay in blueprints.wav",
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"text": "Now they have created your first world cutscene. It's time for us to dig a little bit deeper. So before we get to our UI loading screen, let's start off by actually creating the autoplay manually so you know how to play your cutscene over the blueprints. So what we're going to do now is we're going to go to blueprints and we're going to open level blueprint as shown on the previous tutorial. And here we have the blueprint. you can always dock the window over here if you would like. And what we're going to do is we're going to grab the event begin play. So we have something to start the trigger. So event begin play. This only means like whenever this level starts playing, this is going to get executed. Perfect. So what we're going to do now is we're going to create a function on this blueprint, which is going to execute the action of playing the scene. So what we're going to do is we're going to click the add button right here, function new function, we're going to say play, and true scene. Perfect. There you go. So you have your function here and your Vint graph is right here. If I drag this here, we can get a reference to that function so we can call it. So let's just connect this out. So whenever it starts playing that level, it's going to play the interesting, which is going to be right here. So let's, let's start sketching this up. So first of all, let's select our cutscene and the world outliner. So let's click new level sequence two, and let's go back there. Now we can see that we can create a reference to the new level sequence right here. So let's just click that. And here is our reference. And let's place a new node out of that reference to actually play our sequence. So it's the play sequence player right here. Perfect. So here it actually referenced the sequence, it gets the sequence player, and it plays that sequence. I know it's a little bit, it's a lot of steps, but that's how you do it. And now whenever we execute the function play interest screen, we want to execute the play here. Perfect. That's all we need for our play interest scene function. Let's compile that and save it. Let's go back to our event graph. And now we know that this is working already. So let's make sure it's compiled and saved. Let's go back to our map. Let's make sure it's not autoplay here. It's false. And if we press play, we can see that as the level starts to load the cutscene begins to play. Perfect, that's what we wanted. Cool and so in the next tutorial I'll be teaching you how to create your own UI screen loading and then we're gonna be integrating into this blueprint how to load that screen and then play the cutscene afterwards. So thank you so much and I'll see you next.",
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"language": "en",
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"confidence": null,
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"duration": 170.82
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}
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