Final FIX to incorporate a Cinematic in Unreal Engine Using C++ and Blueprints


The last week I was working on getting the cinematic done in C++, I did a lot of testing trying to understand why the game sometimes crashes. When I did some research, I got the idea to create testing at the begin play. This is the commented code that I included as a picture. The idea was to identify if the cinematic or the level sequence gets null in any replay or situation in the game.

Then on the console picture, you are going to see that it’s telling me that the cinematic is invalid or null. The strange thing is that I did all the respective testing processes to set the cinematic in to be always on the game. So, in the end, I got to the conclusion that you cannot play always a cinematic using C++.

So, the question now is how I was able to reproduce the cinematic. For this, I create a function that can be called an event inside the blueprint of the object. In that way I can call the function in C++ and in the blueprint, it’s going to play the cinematic.

At the moment I had been able to make 20 testings and the game hasn’t crashed. I am still testing this implementation but for now, it’s working as expected.

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