Here is some of my work contribution of cinematic in the turret level:
1. First added the CameraActor, how I did the same with the intro camera cinematic.
2. Skipping ahead to the part where the player enters the room after opening the door, as soon as the player steps in one of my trigger, the cinematic then plays and zooms out from the characters and shows the walls surrounding the areas behind it.
3. Showing the circle, where all the characters need to be in it to open the last door of the turret level.(NOTICE that the camera zooms in to the white circle whilst the cinematic is played)
4.The next cinematic trigger which I have set up is for the turrets, shows the turrets through the camera's point of perspective and then the camera is shown towards the Cube outside, indicating that the box needs to be placed in between the projectiles (Turrets) in order to get past it.
Adding Fractured Static Meshes in between the walls (Next to the turrets/Projectiles)
1.The first and second step involved is the same as the one which I have mentioned earlier in my posts.
Image above shows the wall being broken into bits of chunks scattered around the surface leading to the second turret wall room.
2. Directly taking through some screen shots of exactly the same what I did with the RockFracturedStaticMesh
3. Adding a bit more detailed material - Green Blob. This material can also be seen in front entrance of the turret (tunnel level).
