Pighaus Games Docs

These docs describe Fixed Angles and Blendshot, the next update, in development: everything in 1.3 and what it adds. 1.3 is in testing: read its docs.

Notifies, Sequencer and console

Every anim notify, Sequencer section, hook action and console command Blendable has, with their settings.

The pieces you use from animations, Sequencer, hook lists and the console. Generated from Blendable Fixed Angles and Blendshot (1.4.0, in development) in Unreal Engine 5.8.3, so it lists exactly what that version has.

Anim notifies#

Blendable Camera Event#

Fires a camera event from an animation, for shake layers set to play on it: a sword landing, a foot slamming down in a takedown, a heavy door hitting its stop. Put the motion in a shake layer that plays on the event, and the timing on the montage where it belongs.

SettingWhat it doesStarts at
EventWhich event. Named Event fires one you name, for layers waiting on that name. Choices: Any footstep, Left footstep, Right footstep, Landing, Jump, Crouching, Standing up, Burst, Jolt (fighting momentum), Whip pan, FOV punch, Rumble, Named event.Named event
Event NameFor a named event: the name layers wait for.none
StrengthHow strong the event is. 1 plays the layers as authored, higher plays them harder. A layer with a driver reading the event's strength uses it there instead.1
Direction (Character's Frame)Which way the push goes, relative to the character: X forward, Y right, Z up. Zero for none. Layers set to follow the event's direction push along it.X 0, Y 0, Z 0
DurationHow long the event lasts, in seconds, for an event with a length such as an FOV punch. Only layers with Event Sets The Length ticked use it. 0 leaves each layer its own length.0

Blendable Footstep#

A footstep from the animation. The character's Blendable Shake fires On Footstep and the left or right footstep event here. Tick Footsteps From Anim Notifies in its Stride settings to time the stride from these notifies instead of from speed.

SettingWhat it doesStarts at
FootWhich foot is landing. Sets where the step lands and whether the left or right footstep event fires. Choices: Left, Right.Left

Blendable Lock On#

Starts, ends or changes a lock from an animation: lock on as a draw finishes, let go on a dodge, a parry's framing pushed as the blades meet. Does nothing on a character without Blendable Lock On.

SettingWhat it doesStarts at
ActionWhat it does. Choices: Lock On, Let Go, Toggle, Next Target, Push A Preset, Pop A Preset, Set The Base Preset, Start Auto Lock, Stop Auto Lock.Lock On
DirectionWhich way to look for the next target: negative is left, positive right.1
NameThe name a preset or an auto lock is held under, so a later notify or a Blueprint can let go of it.Animation
Lock-On PresetThe Lock-On Preset to push, or to make the Base Preset.none
PriorityHow strongly the pushed preset holds the lock: higher wins. Below zero uses the lock-on's Blueprint Node priority. At least -1.-1
Blend TimeHow long the lock takes to cross over, seconds. Below zero uses the preset's own Blend Time. At least -1.-1 s
RadiusHow far from you auto lock looks for enemies, cm. Below zero uses the lock-on's Max Lock Distance. At least -1.-1 cm
Let Go Of Its LockAlso lets go of a lock auto lock made, once nothing else is auto locking.on

Blendable Lock-On Effect#

Plays one of the lock-on's named events from an animation: a flash as a parry lands, the bars closing in on a finisher, focus racked onto the blade. Does nothing unless the character is locked on and the lock's preset has an effect or a focus change by that name.

SettingWhat it doesStarts at
Event NameWhich event, by its name in the lock's preset: On Named Events for an effect, Focus On Named Events for a change of focus.none
StrengthHow much of it plays, 0 to 1. From 0 to 1.1
Ignore ComfortPlays it in full whatever the player's Lock-On Effects comfort setting, for a moment that must be seen.off

Blendable Lock-On Focus#

Racks the lock-on's focus from an animation: onto the target as a blade comes down, back to you on the recovery. Does nothing unless the character is locked on.

SettingWhat it doesStarts at
Back To The Preset's FocusGo back to the focus the lock-on preset says, rather than focusing on something new.off
Focus OnWhat to keep sharp. Choices: The Camera's Own, The Target, You, Both Of You, Whichever Is Nearer, Whichever Is Further, Nothing, A Set Distance.The Target
AtHow far from the camera the lens focuses, for A Set Distance.500 cm
RackHow focus moves there. Choices: Realistic Pull, Slow Drift, Snap.Realistic Pull
Rack TakesRoughly how long focus takes to get there, seconds. At least 0.05.0.6 s

Blendable Micro Shake#

A short knock from an animation: fires the Rumble camera event on the owner's Blendable Shake. Drop it wherever a physical knock helps the feel: weapon racks, mantles, melee contacts. For any other event, or a named one, use the Blendable Camera Event notify.

SettingWhat it doesStarts at
StrengthHow strong the knock is. 1 is the Rumble layer as authored.1
Lateral Bias-1 kicks left, +1 right, 0 picks a side at random. From -1 to 1.0

Blendable Lock-On Preset Window#

Frames the lock with a Lock-On Preset, and changes chosen values of it, for as long as the window plays: a finisher's close shot, a parry held side-on. Lets go as the window ends, however the animation stops.

SettingWhat it doesStarts at
Lock-On PresetThe Lock-On Preset that frames the lock during the window. Empty only changes the values ticked under Override.none
Override › Never Further ThanThe camera stays within this distance of you, cm, however far the shot would stand back. At least 10. Tick the box beside it to use it.unticked (400 cm once ticked)
Override › Come Round No More ThanHow far round from behind you the camera may come, degrees. From 0 to 180. Tick the box beside it to use it.unticked (45° once ticked)
Override › Yaw Between (deg)Keeps the shot's yaw between these, lowest then highest, measured the way the preset measures its limits. Tick the box beside it to use it.unticked (X -45, Y 45 once ticked)
Override › Line RuleWhich side of the line between you the camera keeps. Choices: Hold Its Side, Always The Open Side, Follow The Shoulder, Player Places The Target. Tick the box beside it to use it.unticked (Hold Its Side once ticked)
Override › Swap ShouldersWhether the camera may cross behind you to the other shoulder mid-lock. Tick the box beside it to use it.unticked (off once ticked)
Override › What The Stick DoesWhat the look stick does while locked. Choices: Nudge And Spring Back, Orbit Around The Pair, Fully Directed, Push To Switch Target, Steer And Keep It, Pull Away To Switch Target. Tick the box beside it to use it.unticked (Nudge And Spring Back once ticked)
Override › Frame The GroupWhether the shot frames the fight when more enemies are near, rather than the two of you. Tick the box beside it to use it.unticked (on once ticked)
Override › Hide MarkersHides lock-on markers, on any preset.off
NameThe name it's held under. Two windows that overlap need different names.Animation Window
PriorityHow strongly it holds the lock: higher wins. Below zero uses the lock-on's Blueprint Node priority. At least -1.-1
Blend In TimeHow long the lock takes to cross over as the window starts, seconds. Below zero uses the preset's own. At least -1.-1 s
Blend Out TimeHow long it takes to cross back as the window ends, seconds. Below zero uses whichever preset takes over. At least -1.-1 s

Blendable Play Finisher#

Plays a Blendable Finisher from here in the animation, on the character's Blendable Finisher component, the shot's first frame being this moment. Not needed for a finisher that starts when the animation plays.

SettingWhat it doesStarts at
FinisherThe finisher to play. Empty plays whichever of the character's finishers has a shot made for this animation.none

Blendable Camera Arm Length#

Pushes the camera in or out for the length of the notify.

SettingWhat it doesStarts at
Target Arm LengthHow far back to hold the camera for the length of this notify, in cm.200
Blend In TimeHow long the camera takes to adopt this notify's values once it starts.0.25 s
Blend Out TimeHow long the camera takes to go back once the notify ends. Going back starts at the end of the notify, so end it where the camera should start returning, not where it should be done.0.25 s

Blendable Camera Shift#

Moves the subject in frame for the length of the notify: a reveal, a lean, a swing out.

SettingWhat it doesStarts at
Target ShiftHow far to move the character on screen, in percent of the screen: X right, Y down. Adds to the rig's own framing and can't go past the rig's Max Shift.X 0, Y 0
Blend In TimeHow long the camera takes to adopt this notify's values once it starts.0.25 s
Blend Out TimeHow long the camera takes to go back once the notify ends. Going back starts at the end of the notify, so end it where the camera should start returning, not where it should be done.0.25 s

Blendable Camera FOV#

Tightens or widens the lens for the length of the notify.

SettingWhat it doesStarts at
Target FOVThe lens to hold for the length of this notify, in degrees. From 5 to 170.60
Blend In TimeHow long the camera takes to adopt this notify's values once it starts.0.25 s
Blend Out TimeHow long the camera takes to go back once the notify ends. Going back starts at the end of the notify, so end it where the camera should start returning, not where it should be done.0.25 s

Sequencer sections#

Each track under Blendable in the add-track list holds sections like these.

Blendable Camera Transition#

Hands the shot from the Sequencer camera to the live gameplay camera over the length of the section. Drag the section's edges to change how long the handover takes.

General

SettingWhat it doesStarts at
DirectionWhich way the shot is handed over. Sequencer -> Gameplay goes at the end of a shot: it starts on the Sequencer camera and finishes on the live one. For the other way, use the Camera Cut track's Ease In. Choices: Sequencer -> Gameplay.Sequencer -> Gameplay

Camera

SettingWhat it doesStarts at
Blend CurveThe shape of the camera handover: position, rotation, field of view and post process. Choices: Linear, Ease In, Ease Out, Ease In-Out, Custom Curve.Ease In-Out
Custom CurveThe curve to use when Blend Curve is Custom, read from 0 to 1.none

Operator

SettingWhat it doesStarts at
Separate Effects CurveGives the handheld motion its own fade instead of following the camera's. Useful for bringing the handheld in early, so the shot is already moving before the camera arrives.off
Effects CurveThe shape of the handheld, shake, bob and lean fade. The default Ease Out brings them in early. Choices: Linear, Ease In, Ease Out, Ease In-Out, Custom Curve.Ease Out
Effects Custom CurveThe curve to use when Effects Curve is Custom, read from 0 to 1.none
Max Effects WeightCaps the handheld motion through the section, 0 to 1. Leave it at 1 unless the shot should stay calmer than gameplay on the way out. From 0 to 1.1

Blendable Cinematic Mode#

Turns on cinematic mode for the length of the section, taking away the player's controls. Needs a Blendable Cinematic Mode component on the player's pawn.

Blendable Effects Scale#

Sets the handheld, sway, bob and shake layer to a fixed level for the length of the section, whatever the rig was set to. Drag the section's ease handles to fade it in and out.

SettingWhat it doesStarts at
Target ScaleThe level the effects layer sits at during the section. 0 silences it for a locked-off shot, 1 is gameplay's full handheld, and above 1 makes the shot shakier. From 0 to 2.0
Obey Comfort SettingsLets the player's Comfort settings scale sway, bob and lean during this section. Off, the level you set wins. Shakes have their own setting on the Blendable Shake section.off

Blendable Flight Shot#

A ready-made shot of a kill cam's projectile in flight, in place of a camera keyed there: Chase Behind, Alongside, Orbit In Bullet Time or From The Target. It copes with any flight, however long or crooked. Lay it over the flight part; drag the ease handles, or key Weight, to hand between it and the keys.

SettingWhat it doesStarts at
Shot › ShotWhich shot. Choices: Chase Behind, Alongside, Orbit In Bullet Time, From The Target.Chase Behind
Shot › DistanceHow far the camera stands from the projectile, or for From The Target from the one it's going to hit, in cm. At least 1.150 cm
Shot › HeightHow far above its way the camera rides, in cm.25 cm
Shot › SideWhich side of its way the camera keeps, or for an orbit, the side it goes round to first. Choices: Its Right, Its Left.Its Right
Shot › Goes Round AtHow fast the orbit goes round, in degrees a second of real time, so slowing the world doesn't slow it.90°
Lens Of Its OwnTakes over the lens with Field Of View. Off, the shot's own lens, as keyed.off
Field Of ViewThe lens, horizontal degrees. From 5 to 170.70°

Blendable Focus And Lens#

Keeps someone sharp (the attacker, the victim, between them, anyone in the sequence, or a distance), pulling focus as it changes, at an aperture; and kicks the lens at each Lens Kick key. Drag the ease handles to bring it in and out.

Focus

SettingWhat it doesStarts at
FocusKeeps something sharp. Off, the section only kicks the lens.on
Focus OnWhat it keeps sharp. Choices: A Distance, The Attacker, The Victim, Between Them, Someone In The Sequence.The Victim
SomeoneWho or what in the sequence, for Someone In The Sequence.none
At Their SocketA bone or socket on whoever it keeps sharp, rather than their chest: a fist (hand_r), a face (head). None, their chest.none
BeyondFor anyone, how much further than them it's sharp, in cm; less than 0, nearer.0 cm
Pull TimeHow long a change of focus takes to pull, in seconds: from the camera's own as it eases in, and from one to the next.0.35 s

Lens

SettingWhat it doesStarts at
Kick InHow long a lens kick takes to go in, in seconds.0.04 s
Kick OutAnd to come back out, in seconds.0.4 s

Blendable Framing#

Frames the shot: looks at someone, or holds two on their spots with the lock-on's two-shot composition. Automatic places the camera and aims it; Manual keeps the camera where it's keyed, at its keyed roll (a Dutch angle stays), and only aims it. Drag the ease handles, or key Weight, to hand between the framing and the keys.

SettingWhat it doesStarts at
FirstWho goes on the first spot. Choices: The Attacker, The Victim, The Projectile, Someone In The Sequence, Nobody.The Attacker
First IsWho or what in the sequence, for Someone In The Sequence.none
First's SocketA bone or socket on the first to frame rather than their chest: a fist (hand_r), a face (head). None, their chest.none
SecondWho goes on the second spot. Nobody looks at the first alone. Choices: The Attacker, The Victim, The Projectile, Someone In The Sequence, Nobody.The Victim
Second IsWho or what in the sequence, for Someone In The Sequence.none
Second's SocketA bone or socket on the second to frame rather than their chest. None, their chest.none
Camera Keyed FromWhat the shot's camera keys are read from. The Shot: as the shot is laid (a finisher's from the attacker's feet). Someone: from them as they are, at their socket if one's set, facing the way they face. Keyed 30 cm in front of the victim's head, a camera stays before their face whichever takedown plays. Choices: The Shot, The Attacker, The Victim, The Projectile, Someone In The Sequence.The Shot
Keyed From IsWho or what in the sequence, for Someone In The Sequence.none
Keyed From Their SocketA bone or socket on them to key from, rather than their chest: a face (head)none
Keyed FacingWhich way is ahead for the keys: the way they face, or towards the first or the second, wherever they come from. Choices: The Way They Face, Towards The First, Towards The Second, Straight At The First, Straight At The Second.The Way They Face
Framing › ShotAutomatic places the camera and aims it; Manual keeps the camera where it's keyed, at its keyed roll, and only aims it. Choices: Automatic, Manual (Aimed Only).Automatic
Framing › First's Spot (%)Where the first sits on screen, percent: X across, Y down. Drawn for either side; played on the other, mirrored. From 2 to 98.X 38, Y 62
Framing › Second's Spot (%)Where the second sits on screen, percent: X across, Y down. From 2 to 98.X 62, Y 46
Framing › First Raised ByRaises the point on each that goes on its spot, from the middle of their chest, cm.0 cm
Framing › Second Raised By0 cm
Framing › ArmAutomatic: how far in front of the camera the first stands, cm. At least 10.300 cm
Framing › Camera OnWhich side of the line between the two the camera keeps. Choices: As Keyed, The First's Right, The First's Left.As Keyed
Framing › Tilt No Further ThanHow far the camera may tilt from the keyed camera's angle to keep the second at its height on screen, with one standing behind the other. Past this its height gives instead. Side on, the two at the same depth, no tilt can, so the camera keeps the keyed angle and the second's height is where they stand. From 0 to 89.30°
Framing › When Too CloseWhat gives when the two are too close for the shot to be held as authored. Choices: Let The Spots Give, Come In Closer.Come In Closer
Framing › Closest ArmCome In Closer: the closest the camera comes, cm. Past that, the spots give. At least 10.120 cm
Framing › Settle TimeHow long the camera takes to settle as the two move, seconds. 0 holds the framing exactly every frame, every stumble with it.0.25 s
Lens Of Its OwnTakes over the lens with Field Of View. Off, the shot's own lens, as keyed.off
Field Of ViewThe lens, horizontal degrees. From 5 to 170.50°

Blendable Letterbox And HUD#

Bars across the top and bottom of the screen for the section, sliding in and out with its ease handles; and asks the game to hide its HUD while it plays.

Letterbox

SettingWhat it doesStarts at
LetterboxBars across the top and bottom of the screen.on
Each Bar CoversHow much of the screen's height each bar covers. From 0 to 0.5.0.12
Bar ColourThe bars' colour.R 0, G 0, B 0, A 1

HUD

SettingWhat it doesStarts at
Hide The HUDAsks the game to hide its HUD for the section: anything with the Blendable HUD interface, and On Hide The HUD.on

Blendable Lock-On#

Takes charge of the player's lock-on for the length of the section: locks on to an actor in the shot, keeps the lock or lets go, frames the lock with a Lock-On Preset, and plays the lock's named effects at each key.

SettingWhat it doesStarts at
TargetWho to lock on to: an actor in this sequence. Left empty, the section keeps the lock the player has, or locks on to whoever a lock would take as it starts, as if the player had pressed lock-on.none
As It StartsWhat happens to the lock as the section starts. Choices: Lock On To The Target, Keep The Lock As It Is, Let Go.Lock On To The Target
Lock-On PresetFrames the lock while the section plays. Leave it empty to keep whichever preset the lock would use anyway.none
PriorityHow strongly the section's preset wins over other presets asking to frame the lock. Higher wins. The default beats a Blueprint node (40), a target's own (30) and a volume (20), so the scripted moment's framing holds.50
Blend In TimeHow long a lock that's already held takes to cross over to the preset, in seconds. Below zero uses the preset's own Blend Time. A lock the section starts eases in at its own pace. At least -1.-1 s
Blend Out TimeHow long the lock takes to cross back as the section ends, if it stays locked, in seconds. Below zero uses whichever preset takes over. At least -1.-1 s
As It EndsWhat happens to the lock as the section ends. Another Lock-On section taking straight over decides instead. Choices: Let Go If It Locked, Keep The Lock.Let Go If It Locked
Obey Comfort SettingsLets the player's Lock-On Effects comfort setting tone down the effects this section's keys play. Off, they play in full for everyone.off

Blendable Look At#

Turns the camera towards whatever this track is bound to, by as much as the Weight keys say. Bound to several actors, it looks at the point between them.

SettingWhat it doesStarts at
Look At OffsetMoves the point the camera looks at, relative to the target and its facing: up to eye height, say.X 0, Y 0, Z 0

Blendable Camera Preset#

Puts the gameplay camera into a preset during the section, either just for the section or for good.

SettingWhat it doesStarts at
PresetThe personality the shot wants.none
ModeWhile Inside holds the preset for the section only. Latch keeps it after the section ends. Choices: Latch (permanent until another volume), While Inside (reverts on exit).While Inside (reverts on exit)
Blend TimeHow long the change takes. With While Inside, changing back when the section ends takes as long. Below zero uses each rig's own Default Blend Time. At least -1.0.5 s
PriorityHow strongly the section holds the camera when something else wants it too. Higher wins. The default beats aiming, ragdoll and every trigger volume, so nothing gameplay does interrupts it.100

Blendable Shake#

A stretch of a Blendable shake on the timeline. A shake that runs until stopped plays for the section's length and follows the Intensity curve. One that plays once fires at each Intensity key, scaled by its value.

SettingWhat it doesStarts at
Obey Comfort SettingsLets the player's Comfort settings (intensity and reduce motion) scale this shake. Off, it plays as authored for everyone. Tick it for anything long or violent enough to be uncomfortable.off
Direction SourceHow the kick of a shake that plays once is aimed. Choices: None, Vector, Bound Actor.None
Impulse DirectionCamera-relative direction. Y is right, Z is up.X 0, Y 1, Z 0
Impulse ActorThe actor in this sequence the kick comes from. The camera is pushed straight away from where that actor stands when the key fires. Left empty, or with nothing bound to it, the kick isn't aimed.none

Blendable Shot Change#

Dresses a cut: a whip pan, a flash, a dip to black or a zoom punch across it. Lay the section over the cut, with Cut At on it (the middle, by default).

SettingWhat it doesStarts at
ChangeHow the shot changes. Choices: Whip Pan, Flash Cut, Dip To Black, Zoom Punch.Whip Pan
Cut AtWhere in the section the cut is, as a share of it: lay it on the camera cut. From 0.05 to 0.95.0.5
WhipsWhich way the shot whips. Choices: Left, Right, Up, Down.Left
Whip AngleHow far it turns either side of the cut, in degrees. From 0 to 180.60°
Whip BlurHow much it blurs as it whips, 0 to 1. From 0 to 1.1
Flash ColourThe flash's colour.R 1, G 1, B 1, A 1
Dip ColourThe colour it dips to.R 0, G 0, B 0, A 1
StrengthHow strong the flash or the dip is at most, 0 to 1. From 0 to 1.1
Dip HoldHow much of the section the dip holds at its deepest, as a share, across the cut. From 0 to 0.9.0.1
Punch AmountHow far the punch pushes in, as a share of the view. From 0 to 0.9.0.3

Blendable Slow Time#

Slows time for the section: the world, the takedown and the shot, and every sound but a Sound section ticked Not Slowed. Set Speed (keyed, or not) and drag the ease handles to slow in and out; key Hit-Stop for a moment's freeze.

SettingWhat it doesStarts at
Hit-Stop Speed (%)How fast time runs while a hit-stop holds it, as a share of its usual speed (%) From 0.01 to 100.1
Hit Stop EaseHow long time takes to come back from a hit-stop, in seconds of real time.0.06 s
Slow Sound TooSound slows with time, its pitch dropping. Off, it plays on as normal. A Sound section ticked Not Slowed never slows.on
The Shot Keeps Real TimeWhile the section slows or stops the world, the shot's own time keeps to the clock on the wall: its camera goes on moving round a moment held still, for a bullet-time turn round a hit. Off, the shot slows with everything else, so what's keyed on a takedown's beats stays on them. Only a kill cam's impact, and a finisher in its own time, keep it.off

Blendable Sound#

A sound that plays at its own pace whatever Slow Time does to everything else (Not Slowed), from the screen or from someone in the sequence. Drag the ease handles to fade it in and out.

SettingWhat it doesStarts at
SoundThe sound.none
Not SlowedPlays at its own pace whatever Slow Time does to everything else. Off, it slows with the rest.on
PitchHow high, 1 as it is. From 0.1 to 4.1
Start FromHow far into the sound the section starts, in seconds.0 s
Let It Play OutWhen the section ends before the sound does, it plays to its end. Off, it fades out over Fade Out.off
Fade OutHow long it takes to fade out as the section ends, in seconds; 0 stops it at once.0.15 s
Heard FromHeard from someone or something in the sequence, moving with them; left empty, the whole screen hears it.none

Camera actions#

The actions a hook list runs, on a Lock-On Preset, a Rig or a point of interest.

Call An Event On Actors#

Calls a custom event or function with no inputs on actors: open a door, start a machine, switch a sign on.

Event

SettingWhat it doesStarts at
ActorsThe actors to call it on.empty
And Everything TaggedAnd every actor with this tag.none
CallsThe custom event or function to call: one with no inputs, such as OpenDoor.none
Putting It Back CallsThe one to call when it's put back, such as CloseDoor. Empty calls nothing.none

Afterwards

SettingWhat it doesStarts at
Put It Back AfterwardsPuts things back as they were afterwards: as the fixed camera that ran it lets go of the shot, as the lock that ran it ends, or when a rig's hook runs it again as it lets go.on

Change The Lights#

Turns lights on or off, dims or brightens them, and can change their colour, fading over a moment. Lights must be Movable or Stationary to change while playing.

Lights

SettingWhat it doesStarts at
ItWhat it does to them. Choices: Turns Them On, Turns Them Off, Dims Or Brightens Them.Turns Them On
ActorsActors with lights on them: point, spot, rect and directional lights.empty
And Everything TaggedAnd every actor with this tag.none
Brightness (%)How bright, as a share of their own brightness. From 0 to 400.50
Changes Their ColourChanges their colour too.off
ToThe colour they change to.R 1, G 0.35, B 0.25, A 1
Over (s)How long the change takes, in seconds of real time.0.5 s

Afterwards

SettingWhat it doesStarts at
Put It Back AfterwardsPuts things back as they were afterwards: as the fixed camera that ran it lets go of the shot, as the lock that ran it ends, or when a rig's hook runs it again as it lets go.on

Fire A Camera Event#

Fires a camera event, for shake layers set to play on it, Event Shakes, and lock-on effects of the same name.

SettingWhat it doesStarts at
EventWhich event. Choices: Any footstep, Left footstep, Right footstep, Landing, Jump, Crouching, Standing up, Burst, Jolt (fighting momentum), Whip pan, FOV punch, Rumble, Named event.Named event
Event NameThe named event to fire. A lock-on effect on the lock's preset with this name plays too.none
StrengthHow strong, 0 to 1 for most events.1
LastsHow long the lens punch lasts, seconds. Below zero uses the shake's own.-1 s
Away From The TargetGives the event a direction away from the lock's target, so a hit that has one shoves the camera away from it.off

Hold The Player Still#

Holds the player still for a moment, or until put back: no moving, and no looking around if it says.

Hold

SettingWhat it doesStarts at
For (s)How long they're held, in seconds of real time. 0 holds them until it's put back.1.5 s
No Looking EitherNo looking around either.off

Afterwards

SettingWhat it doesStarts at
Put It Back AfterwardsPuts things back as they were afterwards: as the fixed camera that ran it lets go of the shot, as the lock that ran it ends, or when a rig's hook runs it again as it lets go.on

Play An Impact (Blendable FX)#

Plays one of Blendable FX's effects once as an impact: an impact frame as a fixed camera takes a fight, a flash as a lock lands.

SettingWhat it doesStarts at
EffectThe effect to play: any Blendable Effect.none
AmountHow far it goes, 0 to 1. From 0 to 1.1
OnWhere it strikes, for an effect centred Where It's Played: on this actor, followed as it moves. Empty, on the player.none

Play A Level Sequence#

Plays a Level Sequence Actor placed in the level: a door swinging open, lights coming up, a machine starting.

Sequence

SettingWhat it doesStarts at
The SequenceThe Level Sequence Actor to play.none
From The StartPlays it from the start each time, rather than from wherever it was.on
Putting It BackWhat putting it back does. Choices: Plays It Backwards, Stops It, Lets It Finish.Plays It Backwards

Afterwards

SettingWhat it doesStarts at
Put It Back AfterwardsPuts things back as they were afterwards: as the fixed camera that ran it lets go of the shot, as the lock that ran it ends, or when a rig's hook runs it again as it lets go.on

Play A Sound#

Plays a sound: flat, at the player, or at the lock's target.

SettingWhat it doesStarts at
SoundThe sound to play.none
PlaysWhere it plays. Choices: 2D, Not In The World, At You, At The Target.2D, Not In The World
VolumeHow loud, as a multiple of the sound's own volume.1
PitchHow high, as a multiple of the sound's own pitch. At least 0.1.1

Show An Overlay (Blendable FX)#

Shows one of Blendable FX's effects as an overlay, for a moment or until put back: old film for a flashback, a tape's wobble on a security camera.

Overlay

SettingWhat it doesStarts at
EffectThe effect to show: any Blendable Effect.none
At Its Own AmountShows it at the effect's own Overlay Amount.on
AmountHow far the effect goes, 0 to 1. From 0 to 1.0.5
For (s)How long it's shown, in seconds. 0 shows it until it's put back.0 s
Stops At OncePutting it back takes it off at once, rather than letting it go over the effect's Reveal Time.off

Afterwards

SettingWhat it doesStarts at
Put It Back AfterwardsPuts things back as they were afterwards: as the fixed camera that ran it lets go of the shot, as the lock that ran it ends, or when a rig's hook runs it again as it lets go.on

Set A Material Parameter#

Sets a value in a Material Parameter Collection, fading over a moment, so every material reading it changes together.

Parameter

SettingWhat it doesStarts at
CollectionThe collection the parameter is in.none
ParameterThe parameter's name in the collection.none
It's A ColourIt's a colour (a vector parameter) rather than a number.off
ValueThe number it's set to.1
ColourThe colour it's set to.R 1, G 1, B 1, A 1
Over (s)How long the change takes, in seconds of real time.0.5 s

Afterwards

SettingWhat it doesStarts at
Put It Back AfterwardsPuts things back as they were afterwards: as the fixed camera that ran it lets go of the shot, as the lock that ran it ends, or when a rig's hook runs it again as it lets go.on

Show A Message#

Shows a line of text on screen for a few seconds, for trying things out. Development builds only: nothing shows in a shipped game.

SettingWhat it doesStarts at
MessageWhat it says.empty
Lasts (s)How long it stays, in seconds.3 s
ColourIts colour.R 0.4, G 0.85, B 1, A 1

Show Or Hide Things#

Shows or hides actors: the wall between a fixed camera and its room while it has the shot, a roof seen from above.

Show Or Hide

SettingWhat it doesStarts at
ItWhat it does to them. Choices: Hides Them, Shows Them.Hides Them
ActorsThe actors it shows or hides.empty
And Everything TaggedAnd every actor with this tag.none
Their Collision TooTheir collision goes and comes back with them, so nobody walks into a wall that isn't there.off

Afterwards

SettingWhat it doesStarts at
Put It Back AfterwardsPuts things back as they were afterwards: as the fixed camera that ran it lets go of the shot, as the lock that ran it ends, or when a rig's hook runs it again as it lets go.on

Slow Time#

Slows the game down, easing into it and back, for a moment or until put back.

Time

SettingWhat it doesStarts at
Speed (%)How fast the game runs, as a share of its usual speed. Above 100 speeds it up. From 1 to 400.30
Lasts (s)How long it stays slow, in seconds of real time. 0 keeps it slow until it's put back.0 s
Eases In Over (s)How long it takes to slow down, in seconds of real time.0.2 s
Eases Back Over (s)How long it takes to come back up to speed, in seconds of real time.0.4 s

Afterwards

SettingWhat it doesStarts at
Put It Back AfterwardsPuts things back as they were afterwards: as the fixed camera that ran it lets go of the shot, as the lock that ran it ends, or when a rig's hook runs it again as it lets go.on

Spawn An Effect#

Spawns a Niagara effect on the lock point or on the player.

SettingWhat it doesStarts at
SystemThe Niagara system to spawn.none
SpawnsWhere it spawns. Choices: At The Lock Point, At You.At The Lock Point
Follows ThemMoves with whoever it spawned on. Off leaves it where it started.on
OffsetNudges where it spawns, cm, in the world's directions.X 0, Y 0, Z 0
RotationWhich way it faces.Pitch 0, Yaw 0, Roll 0
ScaleIts size, as a multiple.X 1, Y 1, Z 1

Tell Actors#

Tells actors something through the Blendable Hook Target interface: Unlock to a door, Drop to a body, Start to a machine. Each does whatever its On Blendable Hook says, so one hook can run any code you like on any actor.

Tell

SettingWhat it doesStarts at
ActorsThe actors to tell. Each is told on itself and on any of its components that are Blendable Hook Targets.empty
And Everything TaggedAnd every actor with this tag.none
SaysWhat it tells them: a word their On Blendable Hook listens for, such as Unlock.none
Putting It Back SaysWhat it tells them as it puts back, such as Lock. Empty tells them the same word again, with Putting Back ticked.none

Afterwards

SettingWhat it doesStarts at
Put It Back AfterwardsPuts things back as they were afterwards: as the fixed camera that ran it lets go of the shot, as the lock that ran it ends, or when a rig's hook runs it again as it lets go.on

Tell Lock-On Listeners#

Tells the player, the target or both what happened to the lock, through the Blendable Lock-On Listener interface.

SettingWhat it doesStarts at
TellWho to tell. Each is told on the actor and on any of its components that listen. Choices: You, The Target, Both.The Target
With The NameA name passed along, so one listener can tell your hooks apart. Empty passes a named event's own name.none

Console commands#

CommandWhat it doesKind
Blendable.Blendshot.ShowChecksDraws each finisher shot's camera path as it's checked before it plays: green where it's clear, red where it isn't, with a ball where it runs into a wall. Why each was or wasn't clear goes in the log (LogBlendable, Verbose).variable, false
Blendable.LockOn.ReadoutPut the lock-on readout on screen for the player: the target, the preset framing it and who asked for it, the shot, the group, focus and the effects playing.variable, 0
Blendable.Camera.DebugFollowDraw the follow camera's slope, falling and recentre decision inputs.variable, 0