Hello,
I’ve tried to move my code from blueprint into C++ for camera shake, but apparently it’s not working
Here’s the code
UCameraShake* CameraShake = ConstructObject<UCameraShake>(UCameraShake::StaticClass());
CameraShake->OscillationDuration = -1.0f; //negative value will run forever
CameraShake->RotOscillation.Pitch.Amplitude = 1.0f;
CameraShake->RotOscillation.Pitch.Frequency = 0.5f;
CameraShake->RotOscillation.Pitch.InitialOffset = EInitialOscillatorOffset::EOO_OffsetRandom;
CameraShake->RotOscillation.Yaw.Amplitude = 1.0f;
CameraShake->RotOscillation.Yaw.Frequency = 0.5f;
CameraShake->RotOscillation.Yaw.InitialOffset = EInitialOscillatorOffset::EOO_OffsetRandom;
Controller = GetWorld()->GetFirstLocalPlayerFromController()->PlayerController;
Controller->ClientPlayCameraShake(CameraShake->GetClass(), 1.0f);
Here’s the blueprint call and the testCameraShake class that is used on blueprint
I’ve seen answers on Camera Bob/Shake - Programming & Scripting - Epic Developer Community Forums but the solution don’t reflect to my issues, checked on the values with debugger and see it populated correctly (I think)
Anything I missed? Thanks!