These are what inspire my cutscenes in my game, like in half life 2 where Alyx Vance gives Gordan Freeman the gravity gun which is an interactable and rememberable cutscene in half life, so was the train ride to city 17 the suspence about going to another place you have no idea about is terrifying at first glance.
or how borderlands 2 introduces a new boss with a cutscene showcasing their personality and occasionally what they will do and including Halo Reach and Destiny 2's crucial story updates with cutscenes is great because it shows how creative bungie are at updating plots or updating characters relationships etc.
Cutscene limitations in unreal
The only limitations ive been able to find in unreal is the fact that all cutscenes are engine based which means that they arent videos and have to be coded in with animations audio sceanery etc. This is bad if you want to lower how much storage your game takes from the computer hard drives plus it will take longer to download from the internet.
Creating a cutscene in UE4
My cutscene is only to move the camera to see the entire spawn so you can move the cursor to the start or exit, i dont like the simplicity of just a flat menu then just been put into your project so i made the user have control if they want to play or they want to exit for other reasons, i have also decorated the room to make it feel like the user is in a household since i added the door and house items inside the room including; fruit wardrobes a TV etc ill add more in the future if i find anything interesting the fruit and lamp have physics which means they are movable by the player if they are that curious enough. This was easy to implement in unreal since you only have to bind an event when pressing the start button or doing another action like going to the start chair to make the models change from the dummy model to the actual player i would have implemented a cutscene going into the main character but that would show the walls being made out of planes which is only rendered on one side so i have only implemented a cutscene to move the camera back after pressing start, even if it sounds easy on paper it is much more harder to do on the blueprints since you have to make variables and connect functions between the interaction and the commencing of a cutscene plus making the environment for the cutscene isnt any easier since if you want them to have a play into a cutscene you also need to implement that inside of the blueprints
Unreal Cutscenes advantages
When the cutscenes are engine based that means it will have longevity which means that it will look as good as unreal looks instead of being limited to lower quality video, plus you have more freedom to create the environment and assets that will be included in the cutscenes plus it will be easier to simulate physics and cloth animations.
the engine supplys cutscene making content and if it isnt there it is most likely free on the epic store which means the community can also help if you are trying to make a cutscene by using their tools which is great since it will be updated, also I would rather have video but having more freedom to create environments and models is just much more better than a video since it wont be obsolite since it scales with settings and resolutions unlike videos which dont this is much more obvious in serious sam 2 since the videos are in 480p 24fps which is too blurry to see on a higher resolution monitor like 1080p and there is lots of video cutscenes, but in serious sam 3 they use the in game engine which a game from 2011 still looks great
Tools I used during this project
Unreal Engine 4 - To host my prototype Photoshop - To create A texture and a menu background BFXR - Creating sound affects using it