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Game Credits

This section will detail everything you need to know to use the Game Credits system, either during gameplay, as intro credits or in the menus.

The Game Credits System has two main components: The Data Tables defining all the credits and the Contexts defining how and when these credits will be played.

Credits Setup

  1. You first need to define the Data Table that will contain all your credits, to do so, create a new Data Table anywhere (Right click in the Content Browser and select Data Table under Miscellaneous)

    If you wish to see an example of how the demo credits are set up, you can check out the DT_DemoCreditsDefinition in the folder EasyGameUI/EasySystemMenus/EasyGameCredits

  2. Then in the Row Structure, select F_CreditsSectionDefinition


    Be careful to not select CreditsImageSectionDefinition or CreditsTextSectionDefinition

  3. Once the Data Table is created, open it and add a first new row (the name of the row has no importance, you can leave the default name)

  4. Inside the Row Editor you can now define all the parameters for a single Section of Credits, including any style override

    A section can be composed by an image and/or any number of text blocks, let’s break down all the settings

    • Section Title The global title of the section, this can be left empty if no title is needed (example if you are starting this section with an image)
    • Override Title Style? Check this box to override the global styling and apply a specific style to this title only
      Note: The default styling of all the elements can be changed from the Global Styling data asset
    • Section Title Style Override An override for the text font, size, color and padding if the Override Title Style setting has been set to True
    • Section Type The type of animations that the Section should use

      • Fade The whole content of this section is displayed centered in a single page and will fade in/out
      • Scroll The content of this section will have a scroll animation, suitable for longer contents

      You can combine Fade and Scroll sections in any order you wish, if you have multiple scroll sections one after the other, they will get combined and placed together

    • Section Global Parameters Parameters of the various animations for each section type

      • Fade In Duration Duration of the fade in in seconds if the section is of type Fade
      • Fade Out Duration Duration of the fade out in seconds if the section is of type Fade
      • Fade Credits Section Duration Complete duration of the section (in addition to the fade in/out durations) in seconds if the section is of type Fade
      • Scroll Credits Speed Speed of the scrolling for sections of type Scroll
    • Section Content Order If the section contain both images and text, you can change the order in which they are displayed with this selector. You can either display all the texts first and then the image or the inverse.

    • Section Text Content This array can contain multiple groups of text content for the section, each group can contain a role and one or multiple names including their styling override if needed

      • Role Name The name of the role for the defined members, can be left empty
      • Role Name Position Where the role text is positioned relative to the members names, either on the left, above or on the right
      • Members Name Names of the members, you can format the text in any way you want (either one name per line, all the names in a single line with spaces, etc)
      • Role Text Style Override & Names Text Style Override Same as for the Title Style Override, allow to change the text font, size, color and padding if the Override Style checkbox has been set to true
    • Section Image Content The definition of any image you want to display in the section, the image will be displayed with the “Image Size” defined in the brush settings

Credits Configuration

  1. Once you have defined set up and configured your Data Table, open the Global Config Data Asset that you are using and head over to the Game Credits Section
  2. In here, you will be able to define various “Contexts” in which your credits can play. By default, 3 Credits Contexts are defined:

    • The Menus context is used by the system to display Credits from the Pause Menu and Main Menus if enabled
    • The Intro Credits context is used by the system to display intro credits if enabled
    • The Gameplay context can be used anywhere else

    Feel free to create any new context or modify the existing ones to your specific needs, here is a breakdown of all the settings that you can tweak:

    • Credits Definition Data Table The data table you created earlier for your credits should be set in this variable
    • Credits Background Definition Various parameters defining what kind of background should be used when playing credits with this context

      The Background Type enum defines the type of background to use between four choices:

      • Transparent No background is displayed, all other background settings are ignored
      • Solid Color Display the solid color defined just below the background type selector, all other background settings are ignored
      • Static Image Will display a single background image that must be defined in the Images array
      • Fading Images Will display all the images defined in the Images array in order for the Fading Images Duration specified and with a crossfade of the specified duration
    • Music Reference If you wish to play a music during the Credits, you can add it in this variable, the music will be indefinitely looped until the end of the credits

    • Music Fade Out Duration Duration of the fade out of the music in seconds once the credits are completed or closed by the player
    • Credits Input and Game Parameters Various settings related to input handling, game state and completion handling

      • Allow Skip? If True, the user will have an input to skip the credits
      • Skip Hold Duration The minimum duration that the Skip button must be held by the player before skipping the credits
      • Allow Credits Pause? If True, the user will have an input to pause the credits
      • Allow Speed Up? If True, the user will have an input to speed up the credits

      • Action On Credits Completion Which action should be executed when the credits are completed or skipped

        • Go Back To Main Menu Automatically load the main menu level specified in global config
        • Load Specified Level Load the level specified in the variable Level to Load On Credits Completion
        • Go Back To Gameplay Remove the credits and revert back to the previous state of "gameplay"
        • Wait For Manual Exit Does nothing on credits completion, the player has to hold the skip/exit button which then executes the Go Back To Gameplay action
      • Pause Game During Credits Should the game be paused when playing the credits

      • Pause State To Apply On Credits Completion Which pause state should be applied once the credits are completed, either force a game pause, force a game unpause or revert to the previous state (state before the start of the credits)

      Note

      For the Menus and Intro Credits Contexts, I recommend to not change any setting in the Credits Input and Game Parameters section as those have been already set to work best with the pause menu and main menu. You can freely change any of the other settings in that context

  3. Once your contexts are defined, you can already test out your Credits from the pause menu or main menu if you allowed the Display Game Credits Button in Menus? setting in the Global Config

Manually Trigger Credits

  1. If you wish to manually trigger Credits from anywhere else, open the BP/Widget from which you want to trigger the Credits then retrieve the HUD Class reference with the Get Easy Game HUD function

  2. Then from the HUD reference, call the Play Credits function

  3. In the function you simply need to write the name of the context that should be used, for example Gameplay

  4. If you wish to add any logic when the credits are started/completed, you can do so with the provided event Widget Closed, you can use it with the following setup:

    Here is the code for these nodes:

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    End Object
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    End Object
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    CustomProperties Pin (PinId=3ACF92F7420FA5CCDDC5BB975E56E86B,PinName="InputPin",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,LinkedTo=(K2Node_AssignDelegate_0 9FB3AAF14431571A7B8AE58BD723D1D5,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=True,bAdvancedView=False,bOrphanedPin=False,)
    CustomProperties Pin (PinId=769E1568436D427C4186198B8CCE214B,PinName="OutputPin",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
    End Object
    Begin Object Class=/Script/BlueprintGraph.K2Node_Knot Name="K2Node_Knot_3" ExportPath="/Script/BlueprintGraph.K2Node_Knot'/Game/NewBlueprint.NewBlueprint:EventGraph.K2Node_Knot_3'"
    NodePosX=1680
    NodePosY=720
    bCommentBubbleVisible=True
    NodeComment="Code on End"
    NodeGuid=41169A42492C714AA31911B012E4B2DC
    CustomProperties Pin (PinId=3ACF92F7420FA5CCDDC5BB975E56E86B,PinName="InputPin",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,LinkedTo=(K2Node_CustomEvent_1 40039BE743A6B19F1A4168828E65A5F8,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=True,bAdvancedView=False,bOrphanedPin=False,)
    CustomProperties Pin (PinId=769E1568436D427C4186198B8CCE214B,PinName="OutputPin",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
    End Object