Rotate camera while following a specific path

Hy! I have posted a question a while back , [here][1], asking if there is a way to blueprint a specific behaviour of your character. Our clients asked us if we could make a video animation like in [this example][2], in which the camera moves along a path but you are able with your mouse to rotate the view and see around you at 360 degrees. Basically we want to have an animation in which you can rotate the camera. Is it possible to do this with Unreal? Thank you!

IS is possible to have an effect like this? - Character & Animation - Epic Developer Community Forums
[2]: - YouTube

Hi

As far as I am aware, yes, there is no reason why not.

You could have you camera as a separate actor, and when required, your controls take over the camera.

Someone with a little more wisdom should be able to set you in the right direction, but could not see a problem with it.

If you look at this, ALOT is possible in UE4

When they make these videos with cameras or game engines, they record in 6 directions at the same ; forward, back, up, down, left and right. Then they take those 6 video files and use 360 video stitching software to put them all together into one 4k video that looks like this: [http://i.imgur.com/gxzCC3I.jpg I think youtube them maps that 4k video onto the inside of a sphere.

I doubt your system can handle playing and recording 6 1080p game views at the same . So I would suggest creating character animations that use Root Motion. This allows the character to move around the level without you controlling it manually. So you hit play and the game just plays out the same way every . Then rotate the camera 90 degrees each and record all the views separately.

This would be a lot more work than just getting a 360 camera set up and recording this in live-action.

http://i.imgur.com/gxzCC3I.jpg

Thank you very much for your answers. I was thinking of simulating the effect from the video by setting up in Unreal the character to just be able to rotate the view , while it follows a specific path.I know that in the above example, they used a workflow similar to how Snow describes it, but I want to have a different approach. Let’s say I set up an animation of a camera , or a Target Point to go from point A to point B, then, in the Level Blueprint, I tell my character to follow that animation, and block all the movement keys, so he can not move at all, but I leave only the rotation controls, so he can rotate the camera to see the environment. I have recreated [this graph][1], from [this post][2], but nothing hapens when I hit play.As I am pretty new in regarding to blueprints in UE4, I surely miss something. Thank you very much for your support!


[2]: how to animate camera but still look around - Cinematics & Media - Epic Developer Community Forums

Ah ok. If you use the First Person template as a start, this should be quite easy:

1: Open up the FirstPersonCharacter blueprint:

52802-01.jpg

2: In the Event Graph, delete the Movement Input, Jump and Spawn projectile sections:

3: Go into the Viewport and delete the Mesh2P and compile:

4: Go back to the main viewport and drag two Target Points into the world:

52805-04.jpg

5: Select the first Target Point:

52806-05.jpg

6: Open the Level Blueprint:

7: Create a Reference to the TargetPoint:

8: Do the same for the second Target Point you made, so you have 2 different references in the Level Blueprint.

9: Select The First Person Character:

10: Create a reference to that too:

11: Set up the blueprint like this:

12: Delete the FirstPesonHUD to get rid of the crosshairs:

Using this method you could move around a building or whatever, from point to point. You might also want to turn off motion blur in the post processing volume. It’s on by default in the templates.