// Ninjago: Dragon Rising - Season 4 Teaser Cinematic
// Scene: Y/N L/N Reveal at the Ember Ruins
// Unreal Engine 5.4 (LEGO Animation Style)
// ==============================
// SETUP
// ==============================
Actors:
- BP_YN_Character (SkeletalMesh: LEGO_Minifig_YN)
- BP_Lloyd_Character (SkeletalMesh: LEGO_Minifig_Lloyd)
- BP_Nya_Character (SkeletalMesh: LEGO_Minifig_Nya)
- BP_Kai_Character (SkeletalMesh: LEGO_Minifig_Kai)
- BP_EmberCompass (StaticMesh: SM_Ember_Compass)
- BP_EmberTrail (NiagaraSystem: NS_EmberTrail)
- BP_MoonLight (DirectionalLight)
- BP_DragonSilhouette (SkeletalMesh: SM_Dragon_Silhouette)
- BP_Camera_Main (CineCameraActor)
- BP_SkyFog (ExponentialHeightFog + VolumetricFog Enabled)
// ==============================
// SEQUENCE FLOW
// ==============================
// Timeline: 0–40 seconds
LevelSequence "DragonRising_S4_Teaser"
EVENT BeginPlay
{
PlaySequence(DragonRising_S4_Teaser)
SetPostProcess(FilmGrain=0.3, Contrast=1.15, Saturation=0.9)
SpawnNiagaraSystem(BP_EmberTrail, Location=RuinsPath)
}
// ------------------------------
// SCENE 1 – The Ember Trail (0–10s)
// ------------------------------
CameraCutTo(BP_Camera_Main)
SetCameraTransform(Location=(0,0,250), Rotation=(0,-15,0), FOV=75)
PlaySound(SFX_Dragon_Roar_Distant, Volume=0.3)
FadeIn(2s)
BP_YN_Character.PlayAnimation("Crouch_Inspect")
SpawnNiagaraSystem(NS_EmberTrail, Location=Ground_Embers)
BP_YN_Character.PlayParticleEffect("Hand_Glow_Orange")
Lloyd_Character.VO("What is that?")
YN_Character.VO("A map. Only the dragons could leave it.")
// ------------------------------
// SCENE 2 – The Meeting (10–25s)
// ------------------------------
CameraPan(Target=Group_Ninja, Speed=0.5)
Lighting.SetIntensity(0.6)
PlayMusic(MX_TensionSoft)
Kai_Character.VO("Who are you?")
YN_Character.VO("Someone who knows where the dragons sleep.")
Nya_Character.VO("Then welcome—if you’re real.")
BP_EmberCompass.AttachTo(YN_Character, "RightHandSocket")
BP_EmberCompass.PlayGlow(Intensity=3)
SpawnNiagaraSystem(NS_DragonProjection, Location=Compass_Origin)
// ------------------------------
// SCENE 3 – Threat Tease (25–40s)
// ------------------------------
CameraShake(Intensity=2.0)
PlaySound(SFX_Ground_Rumble, Volume=0.6)
SpawnActor(BP_DragonSilhouette, Location=(0,2000,800))
SetLightColor(BP_MoonLight, Color=(0.8,0.8,1))
FadeLight(BP_MoonLight, Duration=2.5)
YN_Character.VO("They’re waking...")
TextOverlay("Season 4 — Dragon Rising: New alliances... old flames", FadeIn=1.0, Duration=3.0)
FadeOut(3s)
// ==============================
// MATERIAL / LIGHTING NOTES
// ==============================
Materials:
- YN_Cape_Mat: Cloth with emissive edge burn (color #FF4500)
- Ember_Studs_Mat: Translucent additive blend, emissive intensity 6
- Compass_Mat: PBR Metal with emissive rune detail
Lighting:
- MoonLight Intensity: 2.0 lux
- EmberTrail Glow: 2200K orange
- Fog Density: 0.3 for cinematic silhouet
// Ninjago: Dragon Rising - Season 4 Teaser Cinematic
// Scene: Y/N L/N Reveal at the Ember Ruins
// Unreal Engine 5.4 (LEGO Animation Style)
// ==============================
// SETUP
// ==============================
Actors:
- BP_YN_Character (SkeletalMesh: LEGO_Minifig_YN)
- BP_Lloyd_Character (SkeletalMesh: LEGO_Minifig_Lloyd)
- BP_Nya_Character (SkeletalMesh: LEGO_Minifig_Nya)
- BP_Kai_Character (SkeletalMesh: LEGO_Minifig_Kai)
- BP_EmberCompass (StaticMesh: SM_Ember_Compass)
- BP_EmberTrail (NiagaraSystem: NS_EmberTrail)
- BP_MoonLight (DirectionalLight)
- BP_DragonSilhouette (SkeletalMesh: SM_Dragon_Silhouette)
- BP_Camera_Main (CineCameraActor)
- BP_SkyFog (ExponentialHeightFog + VolumetricFog Enabled)
// ==============================
// SEQUENCE FLOW
// ==============================
// Timeline: 0–40 seconds
LevelSequence "DragonRising_S4_Teaser"
EVENT BeginPlay
{
PlaySequence(DragonRising_S4_Teaser)
SetPostProcess(FilmGrain=0.3, Contrast=1.15, Saturation=0.9)
SpawnNiagaraSystem(BP_EmberTrail, Location=RuinsPath)
}
// ------------------------------
// SCENE 1 – The Ember Trail (0–10s)
// ------------------------------
CameraCutTo(BP_Camera_Main)
SetCameraTransform(Location=(0,0,250), Rotation=(0,-15,0), FOV=75)
PlaySound(SFX_Dragon_Roar_Distant, Volume=0.3)
FadeIn(2s)
BP_YN_Character.PlayAnimation("Crouch_Inspect")
SpawnNiagaraSystem(NS_EmberTrail, Location=Ground_Embers)
BP_YN_Character.PlayParticleEffect("Hand_Glow_Orange")
Lloyd_Character.VO("What is that?")
YN_Character.VO("A map. Only the dragons could leave it.")
// ------------------------------
// SCENE 2 – The Meeting (10–25s)
// ------------------------------
CameraPan(Target=Group_Ninja, Speed=0.5)
Lighting.SetIntensity(0.6)
PlayMusic(MX_TensionSoft)
Kai_Character.VO("Who are you?")
YN_Character.VO("Someone who knows where the dragons sleep.")
Nya_Character.VO("Then welcome—if you’re real.")
BP_EmberCompass.AttachTo(YN_Character, "RightHandSocket")
BP_EmberCompass.PlayGlow(Intensity=3)
SpawnNiagaraSystem(NS_DragonProjection, Location=Compass_Origin)
// ------------------------------
// SCENE 3 – Threat Tease (25–40s)
// ------------------------------
CameraShake(Intensity=2.0)
PlaySound(SFX_Ground_Rumble, Volume=0.6)
SpawnActor(BP_DragonSilhouette, Location=(0,2000,800))
SetLightColor(BP_MoonLight, Color=(0.8,0.8,1))
FadeLight(BP_MoonLight, Duration=2.5)
YN_Character.VO("They’re waking...")
TextOverlay("Season 4 — Dragon Rising: New alliances... old flames", FadeIn=1.0, Duration=3.0)
FadeOut(3s)
// ==============================
// MATERIAL / LIGHTING NOTES
// ==============================
Materials:
- YN_Cape_Mat: Cloth with emissive edge burn (color #FF4500)
- Ember_Studs_Mat: Translucent additive blend, emissive intensity 6
- Compass_Mat: PBR Metal with emissive rune detail
Lighting:
- MoonLight Intensity: 2.0 lux
- EmberTrail Glow: 2200K orange
- Fog Density: 0.3 for cinematic silhouet
te
Camera:
- DOF Focal Distance: 150
- Bloom Intensity: 0.8
- Lens Flare Enabled: True
te
Camera:
- DOF Focal Distance: 150
- Bloom Intensity: 0.8
- Lens Flare Enabled: True