I’m using first person blueprint, I fire a projectile and have the view switched to a component camera that follows the projectile down it’s path. This all works pretty well, but I want to be able to do full 360 degree mouselook around the projectile as it moves.
I tried putting some MouseX and Mouse Y events into the projectiles BP but it’s still locked.
The ‘Add Controller Yaw/Pitch Input’ node has a target as ‘Pawn’ and won’t allow my camera to be a valid target. Perhaps it’s not a valid node to have inside a blueprint for the projectile but if not in there, then where?
Anyone make an example blueprint please, or tell me a good way to get this working. The camera I want control of is only a temporary camera that is alive inside the projectile for as long as the projectile is flying through the air. Once it blows up, I swap back to the fps camera. So every time I fire a projectile it swaps to this temporary component camera but I have no mouselook on it…
It is a mildly complicated problem to rig up on the fly, but I will try to talk you through it.
If you can’t get the camera component to move the way you would like, you can try creating an actor blueprint with a camera component, then attach it to your bullet blueprint as a ChildActor, from there you should be able to handle create/destroy as well as movement all from the same blueprint. Using an actor allows you quite a few more options for movement in my experience.