To open the widget in your level, just call the function “Call Credits (widget UI)”.
You have two options: Rolling Credits and In Out Credits. You can see in the gifs below a brief difference between them.
Rolling text gif
Fade in out gif
2. Let's see how to modify roles, sections and names.
Roles, sections and names are entered using a data table. You can find it in:
CreditsSystem → DataTables → DT_CreditsSequence
You can start by deleting all the rows already present in the base table. Each row corresponds to a “role”. You don't need to name the rows, but it is good practice to organize your credits, but be aware that rows names are not used.
Below is a general scheme of how the elements are positioned.
The “Images Before Texts” array adds one or more images before the current role block. In the example in the image above, if you added images to this array, they would appear above the role name (in this example, it would be above “game designers”).
"Role Title" corresponds to the title of a block. Each block can have as many sections as you like.
"Role Font Appearance (DataTable Row)" corresponds to the font style present in the data table DT_TextsAppearance (CreditsSystem → DataTables folder).
The value present in this variable corresponds to the name of the row of this data table. In the case of the example above, “role” is row 1 of the data table (see the image below), so the title of this role will be formatted according to the appearance defined in this data table.
You can create new rows with your own fonts and appearance or modify existing ones. This same idea applies to the variables “Section Font Appearance (DataTable Row)” and “Names Font Appearance (DataTable Row)”.
The array “Images Between Role and Sections”, as the name suggests, can insert images between the “role title” and the "sections" that follow.
The “Section” array has several configurations. You can have 0 or more sections. For each section you can define the “section title”, you can define whether this title appears or not through the variable “show section”.
Then you can define the names present in this section. This part has a great facilitator: you can simply paste your list of names into each section "names" variable, that is, you won't waste time adding name by name. How does the program identify when there is separation of names? Through the variable “Delimiter”. See the examples below:
So, a list of names:
"
Name 01
Name 02
Name 03
"
have the names separated by a new line. So the delimiter is:
"
"
A new line (in UE4: SHIFT + ENTER).
Or the list:
"Name 01, Name 02, Name 03"
have the names separated by comma followed by space. So, the delimiter is ", " as we can see in the image above.
Finally, the “Images After Texts” array adds images after the last section of the role block.
The font style present in each line are defined by the data table DT_TextsAppearance (CreditsSystem → DataTables folder).
You can create new rows with your own fonts and appearance or modify existing ones. This same idea applies to the variables “Section Font Appearance (DataTable Row)” and “Names Font Appearance (DataTable Row)”.
To modify the credits font appearance, just set the variables "Role Font Appearance (DataTable Row)", “Section Font Appearance (DataTable Row)” and “Names Font Appearance (DataTable Row)” with the row name of your font in the DT_TextsAppearance data table.
Check the video below to see how it works.
Choose the type of credits you want: rolling or fade in out
You can find this two widgets in: CreditsSystem → CreditsMainWidgets folder
In this tutorial, I'll use the rolling version (ClosingCredits_Rolling).
So, open it.
2. To see customization options, first click on the item at the top of the chosen widget's hierarchy.
Then, go to the details panel in the "Settings" section (see the image below).
You'll have a lot of customization options. Most of them you can see the changes by just clicking in "compile".
3. If you want to see the changes before modifying, you can open the L_Demo level present in CreditsSystem → Levels.
At this level you will have access to the demo level, where you can apply changes to credits and compile them directly on your screen.
So try it and find your favorite settings!
YES! You can create a playlist easily with this asset. Check out this video:
As this asset has a variable "credits duration (seconds)", you can easily create a playlist with a certain duration and synchronize it with the duration of your credits!
YES! You can create a video playlist and add it to your closing credits background.
Check out this video and try to create your own playlist!
You can also have a custom background with images slides.
It's also very easy to setup! Check out this video:
Do you want to check how this asset works? Download the demo HERE and try it out!*
*The final version does not include any video files, images or musics due to copyright, so please check out the documentation and tutorials playlist to add your own files.
Version 1.03, 2023-09: added support for video with audio (if the volume of the video settings is greater than zero, then the audio of the video playlist will be played along the video).
Version 1.02, 2022-09: added widget return in the Call Credits node. Stop sound when the widget is manually destroyed.
Version 1.01, 2022-03-27: added new custom variables.