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 1.3.0 in Unreal Engine 5.8.1, 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.
| Setting | What it does | Starts at |
|---|---|---|
| Event | Which 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 Name | For a named event: the name layers wait for. | none |
| Strength | How 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 |
| Duration | How 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.
| Setting | What it does | Starts at |
|---|---|---|
| Foot | Which 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.
| Setting | What it does | Starts at |
|---|---|---|
| Action | What 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 |
| Direction | Which way to look for the next target: negative is left, positive right. | 1 |
| Name | The 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 Preset | The Lock-On Preset to push, or to make the Base Preset. | none |
| Priority | How strongly the pushed preset holds the lock: higher wins. Below zero uses the lock-on's Blueprint Node priority. At least -1. | -1 |
| Blend Time | How long the lock takes to cross over, seconds. Below zero uses the preset's own Blend Time. At least -1. | -1 s |
| Radius | How 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 Lock | Also 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.
| Setting | What it does | Starts at |
|---|---|---|
| Event Name | Which 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 |
| Strength | How much of it plays, 0 to 1. From 0 to 1. | 1 |
| Ignore Comfort | Plays 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.
| Setting | What it does | Starts at |
|---|---|---|
| Back To The Preset's Focus | Go back to the focus the lock-on preset says, rather than focusing on something new. | off |
| Focus On | What 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 |
| At | How far from the camera the lens focuses, for A Set Distance. | 500 cm |
| Rack | How focus moves there. Choices: Realistic Pull, Slow Drift, Snap. | Realistic Pull |
| Rack Takes | Roughly 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.
| Setting | What it does | Starts at |
|---|---|---|
| Strength | How 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.
| Setting | What it does | Starts at |
|---|---|---|
| Lock-On Preset | The Lock-On Preset that frames the lock during the window. Empty only changes the values ticked under Override. | none |
| Override › Never Further Than | The 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 Than | How 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 Rule | Which 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 Shoulders | Whether 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 Does | What 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 Group | Whether 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 Markers | Hides lock-on markers, on any preset. | off |
| Name | The name it's held under. Two windows that overlap need different names. | Animation Window |
| Priority | How strongly it holds the lock: higher wins. Below zero uses the lock-on's Blueprint Node priority. At least -1. | -1 |
| Blend In Time | How 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 Time | How long it takes to cross back as the window ends, seconds. Below zero uses whichever preset takes over. At least -1. | -1 s |
Blendable Camera Arm Length#
Pushes the camera in or out for the length of the notify.
| Setting | What it does | Starts at |
|---|---|---|
| Target Arm Length | How far back to hold the camera for the length of this notify, in cm. | 200 |
| Blend In Time | How long the camera takes to adopt this notify's values once it starts. | 0.25 s |
| Blend Out Time | How 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.
| Setting | What it does | Starts at |
|---|---|---|
| Target Shift | How 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 Time | How long the camera takes to adopt this notify's values once it starts. | 0.25 s |
| Blend Out Time | How 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.
| Setting | What it does | Starts at |
|---|---|---|
| Target FOV | The lens to hold for the length of this notify, in degrees. From 5 to 170. | 60 |
| Blend In Time | How long the camera takes to adopt this notify's values once it starts. | 0.25 s |
| Blend Out Time | How 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
| Setting | What it does | Starts at |
|---|---|---|
| Direction | Which 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
| Setting | What it does | Starts at |
|---|---|---|
| Blend Curve | The 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 Curve | The curve to use when Blend Curve is Custom, read from 0 to 1. | none |
Operator
| Setting | What it does | Starts at |
|---|---|---|
| Separate Effects Curve | Gives 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 Curve | The 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 Curve | The curve to use when Effects Curve is Custom, read from 0 to 1. | none |
| Max Effects Weight | Caps 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.
| Setting | What it does | Starts at |
|---|---|---|
| Target Scale | The 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 Settings | Lets 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 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.
| Setting | What it does | Starts at |
|---|---|---|
| Target | Who 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 Starts | What 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 Preset | Frames the lock while the section plays. Leave it empty to keep whichever preset the lock would use anyway. | none |
| Priority | How 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 Time | How 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 Time | How 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 Ends | What 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 Settings | Lets 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.
| Setting | What it does | Starts at |
|---|---|---|
| Look At Offset | Moves 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.
| Setting | What it does | Starts at |
|---|---|---|
| Preset | The personality the shot wants. | none |
| Mode | While 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 Time | How 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 |
| Priority | How 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.
| Setting | What it does | Starts at |
|---|---|---|
| Obey Comfort Settings | Lets 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 Source | How the kick of a shake that plays once is aimed. Choices: None, Vector, Bound Actor. | None |
| Impulse Direction | Camera-relative direction. Y is right, Z is up. | X 0, Y 1, Z 0 |
| Impulse Actor | The 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 |
Camera actions#
The actions a hook list runs, on a Lock-On Preset, a Rig or a point of interest.
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.
| Setting | What it does | Starts at |
|---|---|---|
| Event | Which 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 Name | The named event to fire. A lock-on effect on the lock's preset with this name plays too. | none |
| Strength | How strong, 0 to 1 for most events. | 1 |
| Lasts | How long the lens punch lasts, seconds. Below zero uses the shake's own. | -1 s |
| Away From The Target | Gives the event a direction away from the lock's target, so a hit that has one shoves the camera away from it. | off |
Play A Sound#
Plays a sound: flat, at the player, or at the lock's target.
| Setting | What it does | Starts at |
|---|---|---|
| Sound | The sound to play. | none |
| Plays | Where it plays. Choices: 2D, Not In The World, At You, At The Target. | 2D, Not In The World |
| Volume | How loud, as a multiple of the sound's own volume. | 1 |
| Pitch | How high, as a multiple of the sound's own pitch. At least 0.1. | 1 |
Spawn An Effect#
Spawns a Niagara effect on the lock point or on the player.
| Setting | What it does | Starts at |
|---|---|---|
| System | The Niagara system to spawn. | none |
| Spawns | Where it spawns. Choices: At The Lock Point, At You. | At The Lock Point |
| Follows Them | Moves with whoever it spawned on. Off leaves it where it started. | on |
| Offset | Nudges where it spawns, cm, in the world's directions. | X 0, Y 0, Z 0 |
| Rotation | Which way it faces. | Pitch 0, Yaw 0, Roll 0 |
| Scale | Its size, as a multiple. | X 1, Y 1, Z 1 |
Tell Lock-On Listeners#
Tells the player, the target or both what happened to the lock, through the Blendable Lock-On Listener interface.
| Setting | What it does | Starts at |
|---|---|---|
| Tell | Who 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 Name | A name passed along, so one listener can tell your hooks apart. Empty passes a named event's own name. | none |
Console commands#
| Command | What it does | Kind |
|---|---|---|
Blendable.Camera.DebugFollow | Draw the follow camera's slope, falling and recentre decision inputs. | variable, 0 |
Blendable.LockOn.Readout | Put 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 |