With the timelines set up, you need to connect them to the shake node so that your blueprint knows exactly what it should do when you set up your controls.
- [Instructor] With our timeline set up,…we are obviously going to want to put it to good use,…and so that means connecting it up to our blueprint system.…And to do that, let's close down the options window…so that we can get back to our player blueprint,…as what we want to do now is connect our timeline…to the camera shake node in order to have it drive…the on off state.…This of course is where we will start to see…the power of the timeline node.…To do this, let's click and drag on the update output…and make a connection to the execute port…of the camera shake node.…
Now a question you may be asking is why have we decided…to click and drag from the update output…rather than any of the others?…Well, we have opted to come off the update output,…as this will force the camera motion to run…for as long as the timeline is being played.…What we don't want is for it to simply execute once…and then stop, as this wouldn't (laughs) really work…in a game setting where the camera shake motion…will potentially be called on to both start and stop…
- Setting up the camera shake blueprint
- Working with timelines and blueprints
- Creating a timeline, track, and keyframe
- Connecting the timeline
- Finalizing the effect