I am having trouble moving the player after the cinematic ends. The player hits the trigger at which point a static mesh of the player walks over to something in a matinee. After the matinee is over I would like the player to end up in that spot rather than end up where he first triggered the cinematic.
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On trigger3 touched you:
-Freeze player input
-Unhide a replacement skeletal mesh for the player and a "fox" mesh
-play the cinematic
on completion of the cinematic you:
-REhide the skeletal meshes
-reneable input
-teleport player
Well, one thing that I'd do for better logic flow is order the operations, rather than shotgun fire all those nodes from the trigger node--you can't rely on Unreal to time the togglehidden and the cinematic the same way on all machines, for example, so to force the order I'd create a chain like so:
Trigger>Toggleinput>togglehidden>cinematic>togglehidden>toggleinput>teleport, rather than directly linking three codependent(for gameplay) nodes out from trigger and from the cinematic complete.
As for the player dying...hmm..try placing a NOTE actor or a dummy trigger in the level instead and teleporting to that. I've never encountered it before, but perhaps teleporting to a playerstart causes some pawn respawning state to kick in.
Alternatively--you're teleporting ALLplayers to that spawnpoint....at the same time. They'll telefrag each other if there's more than one (not sure if this includes Bots or not). I'd drop an object variable out from the TRIGGERnode's instigator tab, and then feed that object into the toggleinput and the teleport nodes--that way you're sure you're firing the teleport on the guy who triggered the cinematic.
Or just uncheck ALLPLAYERS from that player variable you have...but then you risk not catching the right player if this is a multiplayer game.
Anyway, goodluck!