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How to change POV in Blueprint?

Hey, I want my player to be able to press a button (which I already have an Input Map for) and then have the camera change from a third person POV to a first person POV. The project is set up in a third person template, not a first person. I'd like to set this up in Blueprint. I'd appreciate any assistance with this question.

Product Version: UE 4.7
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asked Jul 18 '15 at 05:04 PM in Blueprint Scripting

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Serious_Bacon
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2 answers: sort voted first

Try changing the camera's relative location at the press of a button.

Example: InputAction ChangePOV (or custom event) --> branch (Get relative location of camera --> Equals Mesh - 500) -->True (Set relative location == Mesh Location + (vector + vector x0.0 y0.0 z50.0))

Obviously this is an example. You will have to play with the numbers and such, but this is the general idea. Oh, and for false, set the opposite. You could also use a FlipFlop command if you choose.

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answered Jul 18 '15 at 06:26 PM

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Fristomer
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You can create a second camera. And make it not active. With an input event turn off the FPS camera and activate the other one. It should be fairly simple to implement.

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answered Jul 18 '15 at 07:25 PM

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Motanum
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avatar image Serious_Bacon Jul 18 '15 at 07:34 PM

How would I set it up where the player can activate that second camera with the button press?

avatar image Motanum Jul 18 '15 at 07:41 PM

Under Edit>Project, create a new action input (under Inputs). In your character blueprint, add a new camera component, and set it up to be wherever you want it to be in relation to the player. Check it's properties and read through them. One of the will be something along like "Start Active" untick that one. Then in you blueprint create the new event from the input you just created, and then drag in from the components the 2 cameras as Get. if you drag the pin and let go, you can see you can do a whole bunch of stuff with the cameras such as set as active and many other things. Just set it so that when you press it, it activates camera 2 and deactivates camera 1 and viceversa for when you un press the action key.

That should get you started in the right way. Sorry I can't get any screenshots, but I am short on time at the moment and about to leave. Should you get stucked in some steps above, you should be able to find information related to that, like how to set a new input and editing camera properties with blueprints.

avatar image Serious_Bacon Sep 10 '15 at 01:55 PM

Alright, so when I place my second camera, no matter where I put it, it always ends up in the middle of the character model to where you can see the head clipping and it looks bad. I've moved the camera around in the view port in Blueprints but it doesn't fix the problem. Also how would I make it to where you can press the input button again and it switches back to the first camera?

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