Resident Evil Fixed Cameras And Movement

Hey Guys,
I was wondering if you can help me understand how I world blueprint Fixed Mutliple camera like in Resident Evil 1 and also get that type of movement. I am looking to develop a game like that and cannot seem to get my head around it…

Thank you

Bump, can anyone help?

PROBLEM SOLVED

Hi joeeylreland, how do you make this, i tri but don´t work.
You cam help me?

Tks

Hi Capatto,

The best way to do something like this is to put a camera actor in your scene where you want it to project from and then set view target with blend to that camera. Whenever you enter a new area, you can set view target with blend to a new camera.

This doesn’t work properly, there will still be deadzones in between triggers. :frowning:
If you turn around while on the edge of a trigger and backup the overlap is never called and the camera will not change.

I know this is old but couldn’t you just make another trigger on the previous side of the new trigger that forces the camera angle to change back if you back up. It would be a trigger that you’d step on before the camera angle changes, setting it to the same camera angle, but basically just to prevent the issue you’re referring to