Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

AnswerHub Maintenance

Background maintenance is scheduled to occur between 9 - 11am EDT on Tuesday, May 21. Site operation may be slower than normal during this time and a brief interruption in operation may be observed

Player Controller vs Camera Manager

Is it better to use a custom camera controller for a complex camera system or leave everything under the player blueprint. Only real benefit I see is organization and keeping clutter to minimum in player blueprint. I have several different camera systems working together and they take up quite a bit of space in the player blueprint. Would that affect performance at all?

Product Version: UE 4.7
more ▼

asked Jun 04 '15 at 03:06 AM in Blueprint Scripting

avatar image

106 13 22 23

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

Default CameraMenager is designed so it has selected view target (using SetViewTarget) which is actor and call and call CalcCamera


to that actor on every frame asking about camera positioning, how actor supposedly be presented (but it does not need to present actor at all, it your pick). Default CalcCamera code searches for camera component and use it's camera position, but you can override function and change that behavior, you can make camera working without need for camera component. So if you just changeing camera changing position (Reagardless if it camera component moving or overriding of CalcCamera) and use view targets to focus on diffrent actors the standard camera menager is ok, but if you want to change this convention you should edit camera menager, i don't know how your system work so i'm can't jurge where you should place it. But at the end it's just a "convention" for organization, if your code work and you feel compatibly it should be ok, but you there risk you might hit some problems later on since UE4 code expect you to follow the conventions. As for performance there should not be a issue, but you need to remember that blueprint is slower then C++, but again i don't know how you system work so i'm not sure how far this effect it.

more ▼

answered Jun 04 '15 at 03:01 PM

avatar image

35.7k 925 168 1104

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question