This week was focused on attempting the implementation of the cutscene again but with a different technique, thankfully this week was much more successful compared to last week as seen in this entry, I was able to make some other changes to the visuals to the discipline which I will briefly cover.
the Skull Icon

To begin I was able to finally add the skull icon to the trigger box. This was done by going to the rendering tab on the skull icon (on the tirggerbox this is referred to as “billboard”) and ticking the visible option.

Because of this development the message “Press “E” to preform finisher!” has been removed. The icon still doesn’t show up during gameplay, but it does in the editor so that’s something to fix soon.
Character Mesh Colours
The next improvement was to the character models. To represent which character is the player and which is the enemy I have edited the default mannequin in Unreal 4 and made a blue and red variant matching the brief. This was to simply help distinguish between the two models.

Editing the character models was done by entering the character meshes’ blueprint and changing the body colour values.

Implementing the Cutscene Into Gameplay
I was also able to implement the cutscene into the game successfully, returning to in game cutscenes rather than a pre-rendered one using the animation made in the level sequence.

As intended the player must walk up to the enemy press the “e” key and the cutscene will play.

The current issues are the following; the player is still visible and playable in the cutscene and the blue character is present in the environment during gameplay rather than appearing for the cutscene and being removed, which would simulate that the player character was in the cutscene. Both will be fixed.
I also wanted to mention that the programming for this was to go to the level blueprint, link the “press e” box to a create a level sequence player box and then to a play box which is an obviously simpler method compared to last week’s and genuinely works.

Next week will focus on attempting various improvements that were mentioned in this post such as the skull icon and hiding character models during gameplay.