Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Player Control Orientation during fixed camera switch using Set View Target with Blend

Hello everyone. New scripter and new Blueprints user here.

I'm experimenting with cameras for a 3rd-person style game, and right now I have a working TriggerBox and CameraActor set up to switch from the 3rd-person follow camera to a fixed camera in the corner of a small room. ((When I leave the room the camera goes to the center of my Pawn, but that's a problem for another time. lol))

Anyway! When my character enters the room, the player control orientation is still acting like the default camera, (being behind the character), so things feel reversed when trying to control the player during the new fixed camera. How can I get the game to set the controls relative to the new camera, and further more, how can I do it with a buffer of sorts, so that moving forward into the room does not INSTANTLY become forwards out of the room?

Thanks so much!




Product Version: Not Selected
capture1.jpg (93.9 kB)
capture3.jpg (41.4 kB)
more ▼

asked Nov 03 '14 at 11:19 PM in Blueprint Scripting

avatar image

26 2 6 6

avatar image Whitehawk Nov 10 '14 at 01:41 PM

No one has any clue about this? I just want to be able to get the spring arm component and attach it to the forward facing vector of the camera actor, so the controls in the room are oriented for the player.

Any help would be appreciated! :)

avatar image raparicio Mar 25 '15 at 04:07 AM

I am also looking for an answer to this.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

3 answers: sort voted first

I am having a similar problem. With a third person character, when I switch to another camera view and then switch back, the character camera is no longer following the character but is centered in the pawn. Did you solve this problem?

more ▼

answered Jan 04 '15 at 09:47 PM

avatar image

51 6 7 12

avatar image Whitehawk Jan 04 '15 at 09:57 PM

Yeah you need to have it switch back using "Get Player Character" for the New View Target. :)

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

After messing around with it for a bit, i figured it out! What you need to do is get the forward vector of the camera manager. But trigger it only when the player is on the trigger. In my case, i have another blueprint that has a camera actor and a trigger box. So that when i step on it, it notifies the player blueprint. alt text

more ▼

answered Mar 25 '15 at 05:00 AM

avatar image

41 6 8 11

avatar image bathorysthroat Jan 11 '16 at 05:19 AM

raparicio, I'm very confused by you image could you please go into a more through explanation of how this is accomplished? Thanks!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Hello, it might be an old thread, but I have found a simple way to do this: https://i.imgur.com/HjZc25h.png

This is the default "Movement Input" group of the ThirdPersonCharacter event graph. The only changes are on the "Get Control Rotation", replaced by "Get Camera Rotation", linked in the input to the "Get Player Camera Manager". Don't forget to change the default player index with something like "Get My Player Index", in case you want to do some multiplayer games.

I feel like it's an elegant solution. (don't know if it's actually that elegant, I'm only a few days old in Unreal Engine)

more ▼

answered Apr 19 '18 at 11:00 PM

avatar image


(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question