I'd pick this up if you had Gravity Bone-like cuts for sure. I've yet to work that out myself :o
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funny you say that because I am a big fan of blendo games myself and think that Virginia is at least visually impressive.
Sadly I have to deny your wish as it doesn't fit the kit very well. I always think about how many uses a new feature can have and how you could reinterpret it yourself. For example almost every game needs doors but cuts are something very specific.
I actually experimented with some cuts. A fade to black is pretty easy but a hard cut like in Gravity Bone is harder to do. If I ever wanted to actually release it it should be as modular as this kit and due to time constraints this is not possible for me. I might share some code I have made with you ;)
Hey I had something in the working: I would have called it "Cut Kit" but it is far from finished! But hey I thought I simply share these screenshots (bad tutorials) here with all of you. I will try to explain these techniques. 1. Fade between scenes. 2. Blendo Style Hard Cuts
So the event I am calling it from is the left mouse button (for testing). All these blueprints are in the first person character (the generic one)
Hard Cuts:
- The logic behind it is: move camera to 0,0,0, so we can simply add the pitch/ Yaw. As the camera is controlled through the controller we must take the same way. It is the same logic behind just looking around. Warning these controls have a scale applied to it (ex 1.7) and so you will want to divide it with the rotation you need.
- You get that out of the Find Look at Rotation (divide it with the scale).
- Then you add it to the controller
- The camera moves
Fade to Scene: For the fading scene we need to add something to the first person character blueprint: A Capture Component 2D. It should have the same settings (example: film grain, Lut). It should capture the entire screen. You can think of a Capture Component 2D as a camera. Now to the blueprint
- So we create the Render Texture with the right settings
- We apply the Render Texture to the UMG (the render texture will be the image on the box that fills the entire screen) (for easy communication we use game instances (https://www.youtube.com/watch?v=5w594D3qtLs&t=19s)
- We simply apply it to the viewport. (You could also set it to a loading screen when you change the level)( You can have it animated in the UMG (ue4 Unit))
So I hope this is helpful. If you've got any questions, then please reach out to me. I will try to answer them. Good luck with these blueprints