Kill camsBlendshot
Shots that ride a projectile from the shooter to the one it kills, wherever they both are. The release, the flight and the impact, each keyed in its own space, with the flight stretched over however long the real one takes.
A Blendable Kill Cam rides a projectile to its target: an arrow, a bullet, a thrown knife, a spell. It's made of the same Level Sequences as a finisher, but a finisher's two people stand still and a kill cam's journey can be ten metres or two hundred. So each shot comes in three parts, each keyed in a space of its own:
| Part | Keyed from | Starts at the marked frame |
|---|---|---|
| The release | the shooter's feet, facing the way the shot goes | the start |
| The flight | the projectile, facing the way it flies | Flight |
| The impact | the victim's feet, facing the way the projectile was going | Impact |
The flight is stretched over however long the real flight takes. A part without its mark simply isn't there.
Playing one#
Give the shooter a Blendshot component with your kill cams under Kill Cams, then:
- Play Kill Cam, as your projectile's released, with whoever it's going to kill. Your arrow, your knife, your spell, flying however your game flies it.
- Send A Bullet, for a hitscan shot. A hitscan shot is decided the moment the trigger's pulled and has nothing in it to follow, so Blendable sends one: a bullet you can see, down the line the shot took, at a speed you can watch. It does nothing to anybody. Your game's own shot has done that already.
Call either only when the shot's going to kill: the game knows, the camera doesn't. With no kill cam named, the component plays the first of its own with a shot for that projectile.
The shipped kill cams#
All twelve, filmed as they ship in a woodland range. The bullet is a 9 mm hollow point, a Blueprint of Blendable's bullet with a mesh of its own (more on that below). The dummies fall because the range knocks them down: what happens to the victim is your game's business.
Its shots#
| Setting | What it does |
|---|---|
| Sequence | the shot, in its three parts |
| For Projectiles | the projectile classes it was made for, an arrow, a bullet, a thrown axe. Empty fits any |
| From At Least and And No Further Than | the distances it's for. A shot made for a long flight can wait for one |
| Weight | how likely it is to be picked over the others that fit |
Picks works as a finisher's does: At Random by weight, or In Turn.
The flight#
A flight that takes longer than the shot's keyed for is fitted one of three ways, under A Long Flight:
| A Long Flight | |
|---|---|
| Squeeze It | the default: the flight part is laid along the whole way, however long |
| Loop A Middle Section | the keyed pace is kept, and the section between marked frames named Middle and Middle End loops until it's time to land |
| Hold A Middle Section | as Loop, but the middle holds still instead |
A flight quicker than keyed is always squeezed. Takes At Most caps how long the flight part can take in real time, 4 seconds by default: a long or slow flight has its slow motion sped up, only as much as it has to be, to land on the hit by then.
Hold It For The Release, on by default, keeps the projectile where it is while the release plays, so the flight always starts from the shooter, your own arrow included. Off, it's on its way already, and a near target can be hit before the flight's begun.
Misses#
The game says it will kill as the projectile's released, but the victim can still step aside, or something can knock it off its line. Where it's heading is watched all the way, arc and all. If It Will Miss:
| If It Will Miss | |
|---|---|
| Steer It Home | the default: it turns onto them, at Turns At degrees a second |
| Follow It | rides it on as it misses, for up to Follow It For, then hands back |
| Bail Out | hands straight back |
Misses By is how far wide of their middle it can be heading and still count as a hit, and Hits Within how close it has to come to count as having hit them, anywhere on its way since the frame before, so an arrow that goes in one side of a head and out the other in a single frame still counts. A projectile that's destroyed on the way has hit too, and so has one when your game calls Kill Cam Impact.
At the impact#
| Setting | What it does |
|---|---|
| Freeze For | holds the world all but still the moment it hits, in seconds of real time |
| Impact Shot | plays the impact part on the victim. Off, it hands back as it hits |
| Hold On The Victim For | holds the impact's last moment before handing back |
| Follow It Through | when it goes through them and carries on, the camera rides on with it until it stops, then plays the impact |
| Follow It Through For | how long it's ridden on at most |
Bullets#
Send A Bullet sends the kill cam's Bullet, a Blendable Kill Cam Bullet:
| Setting | What it does |
|---|---|
| Bullet | the class sent. The plugin's own is a small slug |
| Bullet Speed | how fast it flies, in cm a second, before the shot's slow motion. KillCam_Bullet's is 60 metres a second, slow enough to watch |
| Goes Through By | how far it carries on through whoever it hits, stopping in the first wall it meets |
| Deflects By | going through, how far it can be knocked off its line, any way round |
| Tumbles At | going through, how fast it tumbles end over end. The camera follows its way, not its spin |
| Keeps Its Speed | going through, how much of its speed it keeps |
For a bullet of your own, make a Blueprint of Blendable Kill Cam Bullet, give its Mesh your model, nose along +Z, and set it as the kill cam's Bullet. The hollow point in these clips is exactly that: a 9 mm bullet three times its real size, so it reads on screen.
Making one#
Right-click a folder in the Content Browser and choose New Blendshot Kill Cam. You get a kill cam with a shot to start from: the release, the flight and the impact split by marked frames, its camera keyed in each part's own space and Blendable's tracks laid out. The Blendable Flight Shot track adds one of the built-in flight shots, Chase Behind, Alongside, Orbit In Bullet Time or From The Target, without keying a camera at all.
The people in a kill cam's shot are bindings tagged Shooter, Projectile and Victim.