Summary
We've discussed and explored some practical uses of using Track View for creating cinematic cutscenes and scripted events. We've seen how to sequence objects, animations, and entities in a scene, and how they can be triggered by our player or by debug inputs. We saw that the sequences can be played either as a detached cutscene or from a completely different perspective of another camera.
We also saw that sequences created with Track View can be triggered in the game with a specific Flow Graph node named Animations:PlaySequence. Now that we are able to make our own prescripted events and cutscenes, we can add a good deal of experience and variety to our levels and games.
Now that we've learned about animating and sequences, let's learn how to make these as immersive as possible by adding sound and music to our game, which is the topic of the next chapter.