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Camera setup for Beat-Em Ups?

I'm presently working on a project that is very similar to Devil May Cry (combo-based beat'em up with platforming elements), but I'm having some issues with camera angle.

The default camera set up for third-person is nigh-unusable for moving platforms. It matches your movement so the second you land on a moving platform the entire world seems to move around you. I'd much rather the camera have a range of distance it can be from the character, translating if the character were to exceed it, but only rotating if the distance falls below the maximum. Changing the height and angle of the camera has been really difficult too. By default it looks directly at the small of the character's back, but a game like this really calls for something up and to the side. I've been messing with camera and camera boom settings, but with little success.

Anything you guys can offer will be much appreciated.

Thanks a ton in advance!

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asked Nov 15 '14 at 06:30 PM in Blueprint Scripting

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InFraudemVero
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sounds like you want a camera on a leash.

make a blueprint of the type Actor, add a Camera component, drag this blueprint into the world, have the level blueprint eventBeginPlay cause a transition to that camera by GetPlayerController, drag off the ReturnValue and search for SetViewTargetWithBlend node.

inside the custom actor blueprint you added the camera to, do this: alt text

and inside the level blueprint do this: alt text

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answered Nov 15 '14 at 08:27 PM

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ScottSpadea
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avatar image InFraudemVero Nov 15 '14 at 11:00 PM

That looks pretty legit, if not completely robust. I'm trying to put it together now but I can't seem to summon the >Target Relative Location/Rotation> components; the two bottom components immediately after Camera.

I'm in the Level Blueprint right now, so maybe I'm in the wrong place? Maybe I misunderstood 'make a blueprint of an actor'?

alt text

leashedattempt1.jpg (131.9 kB)
avatar image ScottSpadea Nov 27 '14 at 09:15 PM

once you have a camera component added to your actor in it's component tab, from the event graph variable list, you can drag and drop it into the event graph, choose get, then it will place a reference to the camera in the graph. from that camera node, you can drag off and search for those relative location/rotation variables.

they don't show up by default because they are member variables of the camera, so you need to ask a reference to the camera for that information.

avatar image TheGrimOfCrazy Oct 12 '15 at 04:52 AM

Old but unresolved question. I am also doing this and have done everything as shown yet the camera is stuck inside my players head? alt textalt text

avatar image TheGrimOfCrazy Oct 12 '15 at 05:44 AM

Ok just learned how to reference camera. It is now this: alt text

But now the camera turns and points up in aa weird direction when I start. And It seems like I'm now controlling the camera and not the player

Edit: The camera actually seems to have a mind of its own. I can't see my player and when I start the camera just moves to whatever location facing nothing.

avatar image TheGrimOfCrazy Oct 12 '15 at 01:12 PM

I fixed it. I had some things flippedalt text. If anyone needs it heres a reorganized version:

Now to make the controls relative to the camera.

avatar image VanteShinigami Jun 23 '18 at 01:57 AM

Excuse me, how do I make the controls relative to the camera? Because i'm having difficulty with the setup I have.

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