Quick Time Events

SF includes a simple, yet effective solution for creating Quick Time Events (QTE) that can assign custom logic both when the player successfully completes the QTE, or fails it. QTE's are driven through a single function that contains all of the properties needed to create QTE's both during gameplay, and inside any sequence. This function gets called from an Interaction Manager reference.

The QTE function currently supports 2 QTE/Event types,

  • On Timer (OT) A prompt popup with a defined "time" value that starts reducing as the QTE is created. When the set input key is pressed, this function will call the On Success event dispatcher.

  • Target Key Presses (TKP) A prompt popup that also uses a defined "time" value, but also takes into account a set "Num of Presses" value. This means this QTE will need the player to press the target input key x amount of times to complete.

The QTE Settings structure will contain the "Time" & "Num of Presses" values to modify. Then, the QTE Input structure is where you will set the QTE key that the player needs to press (For keyboard and/or gamepad), an Ignore Specified Keys array that can contain a list of inputs to ignore, or won't fail the QTE if pressed and isn't the QTE key, and finally an option to Ignore All Keys Except Targets to only check if the player presses the target QTE key (This means it would be impossible to fail the QTE if the wrong input is pressed).


You can find examples of QTE's used inside the sequencer blueprints of the example QTE sequences inside the Example Map. You can also find a brief explanation covering how these QTE's are used inside of the below video.

The tutorial video below covers all different information regarding SF's interaction system. QTE's specifically are covered at "2:13".

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