Halo campaign-style "chapter titles" in UE4
By:
Wahrer
Date:
12/28/16 11:11 pm
I've been working on an FPS in Unreal Engine 4 using Blueprint scripting, and I figured out a way to smoothly fade the HUD in and out today, so in addition to that I also added in some functionality resembling the non-intrusive "chapter titles" in Campaign levels. Basically, every chapter title is its own unique object in the level; each chapter object consists of a trigger volume whose bounds can be specified, and a string variable that contains the chapter's title. When the player walks inside the volume, it adds an instance of a HUD element (in this case, just the letterboxing and the text) to the player's screen and also pulls the active title from the trigger volume before fading out afterwards and destroying itself. While it's functionally similar to a "hill" or a checkpoint at the moment, you can also put together conditions that will trigger a chapter title to spawn either in a set location (when I knock the ball off the platform in the video the chapter title will only trigger if the player stays on the platform) or just making it span the entire volume of the level (like with the "Your Ass, My Size-24 Hoof" variant).