How to update "CameraShake" properties during gameplay?
I have a standard CameraShake blueprint that is inherited from parent class CameraShake, and it is working properly. How can I get a reference to this BP, so that I can update/change some of its parameters (such as rot oscillation > pitch > amplitude, frequence, etc.) during gameplay?
**EDIT: As I got no reply to my question above, it might be much better if I try to make myself clear, and try again.
Speaking of the "CameraShake" actor properties below; we know that these properties are editable during design time. I wonder if there is a way that we can change these values during gameplay using blueprints. Any ideas?
I think editing the parameters of CameraShake in run-time is not possible (in blueprint). It also seems to me that this is intentional.
CameraShake supports both oscillation and animation. You can switch between different CammeraShake parameter sets on the fly. You can scale and rotate it run-time.
If you need something super, super custom from your camera movement it might not be considered "shake" anymore. There is another class called CameraModifier which runs after the CameraManager class with a dedicated ModifyCamera() function.
Quite frankly, I cant think of a scenario where my shake can't do all I need just by scaling and rotating it. Can I ask what the end goal here might be?
answered Jul 13 '18 at 09:43 PM
I'm also looking for solutions for this problem and so far the only legible solution seems to be using C++ directly.
Actually found a BP solution, check here: https://answers.unrealengine.com/questions/414311/camera-shake-speed-scaling.html
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