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How do I get a skeletal mesh to pitch with camera?

I have a pair of hands which lift up an object into the field of view of the camera, but when I look up or down (change the pitch of the camera view) the mesh doesn't move with it. I want the mesh to change pitch at the same time keeping the hands in the right relative position to the camera view.


Product Version: UE 4.5
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asked May 14 '15 at 05:32 PM in Blueprint Scripting

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Do you have the use controller rotation pitch option checked in your character blueprint?

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answered May 14 '15 at 08:18 PM

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avatar image gproud May 15 '15 at 07:58 PM

I did not! Thanks very much, that solved that issue but it has brought up another. The project I'm working on is a little meta. I'm using the oculus rift to show an installation I've been working on for my architecture course. Part of the installation is an augmented reality thing. So in UE4 I've programmed the arms to lift up an ipad and show this augmented version of the environment. To do this I used a screen capture and a second environment directly below the first with this alternative environment. This was then put on the ipad so you could see it, but now that the arms can move up the scene capture also does that, and obviously pivots around the center of the character, meaning that when I look up the screen captures swings hugely, rather than pivoting around itself, how can I get it to do that?

avatar image SolarVelocity May 15 '15 at 09:16 PM

Can you clarify what you mean by the screen captures swing hugely vs pivoting around itself?

avatar image gproud May 18 '15 at 04:50 PM

So The scene capture is pivoting around the character capsule, I need it to pivot around itself, so that the captured image is still relatively the same. I think the best solution is to try and have two characters spawn and have them both use the same inputs and use the second as the scene capture, rather than have this all on one character. So The top image is what is happening now, bottom what I would like too.

pivot.jpg (979.5 kB)
avatar image SolarVelocity May 22 '15 at 08:54 PM

Sorry about absence, got snowed under at work and the witcher 3 was released :-o

is scene capture camera component? attached to character using spring arm or something?

avatar image gproud May 23 '15 at 02:54 PM

Haha, no worries, I appreciate the help! It's just a straight up character component, so behaves like the camera would.

avatar image SolarVelocity May 23 '15 at 03:03 PM

So what is line attaching scene capture to character? And how are you applying rotation to it? From this I currently assume there are two cameras in play… first person cam for the player and scene cam you are rendering as part of another component?

avatar image gproud May 23 '15 at 03:29 PM

alt text Still fairly new, not really sure what you mean, this is my character setup, with the scene capture well below the character to get the alternate environment.

character setup.jpg (516.4 kB)
avatar image SolarVelocity May 23 '15 at 11:01 PM

Ok looks like you are using a scene capture component 2d.

So its currently a child of the capsule component, so i am guessing when you rotate the capsule component the scene capture component will maintain its relative position and rotate around the centre point of the capsule

I think you may need to move it into its own actor and add it to your scene and apply the desired movment and rotation directly to it?

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