Apparently there's a system function that you can use to skip cutscenes.
I believe that function might have been created for mobile devices so that they could be added to gestures. However, you should be able to bind that to another key - might have to do that via the Lua key event handler though because I'm not sure if the editor key actions will register during a cut-scene.
Add this to the script section of the editor...
function keyboardHandler(eventType, character, keycode, modifiers)
if eventType == eEvtKeyUp then -- on key release
if character == 'x' and not game.CutsceneAction:isEmpty() then -- if key = x & cutscene is active
system.skipCutscene() -- kill the current cutscene
end
end
return false -- key event will also be handled by engine
end
registerEventHandler("keyEvent", "keyboardHandler")
Change x to whichever key you want. It has to be a character or number. if you want to use a function key then you will need edit the script a bit &/or replace character with keycode & figure out which keycode belongs to key that you want to listen out for.