Abilities can play specific cutscenes when used in a battle. For example, the character moves towards the enemy and plays a punch animation. This animation is set in the Ability data.

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These montages can be created and modified inside the scene BattleMontageEditor.

The demo includes 2 example montages: BattleMontage_AttackSample and BattleMontage_MagicSample

In the editor scene, the object BattleMontageTool allows you to preview these animations.

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When Play is pressed, the editor will automatically go into Play mode. Press play again to preview the montage.

Each montage is a Timeline asset. You can edit the while the editor is in Play mode and changes in the timeline will be preserved.

By default, the tool will show the player attacking the enemy, but you can switch places in the BattleMontagePlayer component (on the BattlMontagePlayer) to see how it looks with a specific enemy.

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Timeline Tracks

There are different tracks that can be used to design the montage, but the one most important thing is to commit the ability. This is when the ability effects get applied.

Commiting the ability

This can be done with a Signal Track. Use the existing emit signal “BattleMontage_CommitAbility” to trigger the ability effects.

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Camera Movement

There is a specific type of track for camera movements.

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The camera movement will work relative to a space. This example moves the camera from the Instigator (the one using the ability) raises it slightly (Y→1) and moves away from them (Z→2).