Hi, Just thought I would show a little bit of my journey so far with the Public Editor and attached is a WIP for something I'm working on for a scenario of mine. It's been roughly done before but this was my implementation on ECML to begin my scenario . Due to file size of the little video I have taken of the very start of the scenario I'm unable to show. Also, the texture of the bus is getting hit by the decal. Credit for bus model to - "Generic Town Bus" (https://skfb.ly/6ZVDJ) by own.guest is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). Texture and model re-work in blender and Substance done by me.
Just wanted to share a video of the start of my scenario in terms of what I've implemented on the scenario objective side. Audio is a bit messed up thanks to the Xbox game bar application recording thing.
That's pretty cool. Mind sharing screenshots of your blueprints? Would be useful to see the events and stuff.
To get rid of the decals hitting the wrong things, you can uncheck "recieves decals" in the mesh component. As simple as that.
Yeah certainly, Below is some screenshots. So I spose the main one here would be the Will add service, this kicks off the opening stuff. The Action did intro is what kicks off my opening level sequence. The into breif is a wait instruction timed to same duration which after the level sequence is done then allows the next actions to occur. So here you can see I have locked the player movement if I don't do this then possibly whilst cinematic plays the player could have wonder off somewhere. I also create the level sequence as well which takes control of the camera whilst the sequence plays. Below you can see I'm just resetting basically the player movement and allowing them to walk around again. This Action Did Intro is what I use to check for when the intro has finished which allows me to then trigger the level sequence to start etc. This one I would say is quite important but basically on the timetable there are dispatchers and here I am binding to one of those Event disaptchers so when the Event dispacter is called it shouts out and this bind listens and when it hear this shout out, it then triggers the custom event I made on this graph which in turn forces completion of the wait for service objective action. This allows then the next objective action to come through of getting in driving seat.
Thanks for this. I was also watching the YouTube video on how DTG make their scenarios with JD and Michael and I also saw the event node then linking to a parent. I was playing around in the editor and couldn't work out how to make that happen so any advice (or maybe a quick little video showing how you got maybe the initial one set up would be awesome! I'd like to have a go at setting up an Intro Brief with VO and subtitles. Thanks!
I think this is referring to where the hatched area on the floor by where the bus parks up, it ends up showing up inside the bus as it drives over. I think this is saying how to stop that happening?
It's in the mesh properties when you drop it into the world and yes, I was talking about the road markings showing up on the bus. You can of course do this inside an actor as well.
I am hoping to do a video some point tomorrow explaining how I've done it which I can add onto this post. It obvs would be from scenario side mainly. There is one workaround you have to do which when they fix reloading bug no one will have to do.
That's be great. I only plan to make scenarios and timetables anyway as that's more my bag and what I was doing with the unofficial editor. Plus I did some scenarios for TS Classic that were quite fun, making audio and stuff work with LUA scripting, kinda how the "Moments" work in TSW4 (I like to think I did it first years ago lol)
Well with Blueprint scripting it's much better. LUA is fine by C++ knowaldge that I had never translated to LUA so UE having C++ and Blueprint Scripting when I first used it set me up perfectly.
How did you get your variables, like IntroBrief to show up in the Components section, to be able to configure elements such as VO/Subtitles etc.? I can't seem, for the life of me to get the variable to show there of the type ObjectiveAction_WaitBP_C as per at 44:32
So there is a bug which means they don't show up if you go to Core -> Blueprint Resources -> Scenario Manager -> Objective actions You should find them all, simply make a child of each one and then they will show in the add component drop down. There is an issue which means cooked assets isn't showing on the add component list so until they sort that you'll have to use a child of the cooked version luckily the child will work just like the cooked one but keep in mind when they fix the error you'll have to remove the child ones and replace them with the cooked components.
Ah ok, I'd have thought they'd need to be in the plugin (at least whilst the cooked ones aren't working properly) so when cooking is fixed, it'll be able to reference the child objects correctly?
Well this is the funny thing the cooked version are working as they should. I believe it's something in the scenario manager in terms of the components it is flagged to be able to see. Hopefully, it's a quick fix but yeah as long as you don't mess with anything in the child blueprints and you just use the objective action in the scenario manager instance you've made you should be fine. Hope that made sense .
It did yes. Now I just need to work out how the heck you make subtitles and then plug them to show at the start of the scenario.
- This video will outline how to do Objective Actions . For Voice over which are where your subtitles will come from you can do voice overs on most of the actions. And it's within your sound cue is where you type the subtitles for what the voice is saying.
Thanks for making this and sharing. I'll be watching it once my cup of tea has brewed! I was playing with Sound Cues but I couldn't find anywhere to type subtitles so I'm hoping this may appear on the video
Sorry it's not on the sound cue, so a sound cue is what you will put into the action for the voice over. It's actually on the audio asset itself that you bring in there is a subtitles bit which is where you add the subtitles and obvs the time in second for where in the audio asset the subtitles appear.
Ok so I think this is where I'm falling down. Does it need to specifically be a .wav file? If so, then that's where I'm going wrong, because I've not seen any way of creating an empty Sound Wave file.
So what I would say is record the voice over and then drop the volume of it to 0 and then you can still have your subtitles. Another way is create empty .wav outside of editor and bring it in.
Ok great, I'll give that a go tomorrow. Watching your tutorial now. About half way through and it's very good. It's all making sense to me, thanks again! Calling matinakbary to add the video to the master docs!
Can't you just leave the audio file slot blank? Or will it throw an error into the log. edit: Ok I get it. The asset in question is created by importing an audio file.