Old Zelda-style camera
I've been at this since yesterday. I'm more of a designer and I have not learned much about blueprints; I can figure them out but I just don't know how to start most of the time.
I'm experimenting on a blank project with no starter content. I made a top view perspective with a blueprint camera, and I want it to stop at certain edges, kind of like when you meet an edge in old Zelda games, then you walk towards the edge and the camera moves to the next screen. I tried using camera blocking volumes, but I don't know much about them; the camera just zooms in towards the player whenever it touches them, since it has a springarm component, and it ignores them if I remove the springarm.
Could someone please point me to the right direction? It would really make my day.
in your character, you can have a vector that represents your cameras world location, and a pair of vectors that represent the bounding box for the camera. then you can make a cameraBoundsVolume actor blueprint, which has a min and max vector and a box collision, so when the player overlaps the box, it sets the character's CameraBoundsMin and CameraBoundsMax. then you can clamp the camera's location between those vectors, and VinterptoConstant can handle the camera transition, but you will need to move the player in the same direction, to put them on the nextscreen.
here is an example of how it looks when you use this camera bounds method: https://www.youtube.com/watch?v=Kc7ZH4IwH20&list=PL4CFVlv2YuTs_18OiJiC84KQ7H5a__kxk&index=13
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