x

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"

third person Smooth Camera Reset only works on yaw?

Hi everyone. I used this tutorial - [url]https://www.youtube.com/watch?v=-M3zuRBVbzY[/url] - a simple instruction on how to setup your camera to orient back to its position directly behind the mesh smoothly (over time).

It works just as the video instructed, which is great, but I need to do this to all axis. I copied the code, changed everything from yaw to pitch, used a sequence on event tick so it could do yaw, pitch and roll, but what happens is for example, when you change the pitch of the camera, it will smoothly orient perfectly once, but after that turning the character doesn't update the player mesh world rotation I guess, because it doesn't adjust the camera at all anymore (but the yaw will update continuously).

I also tried using capsulecomponent worldrot instead of mesh worldrot, but no results.

originally I had a system for this just by turning off usepawncontrolrotation, so the camera followed the meshes 6dof rotation, (I can't use the yaw/pitch/roll control rotations because I need the camera to follow the mesh, not the mesh follow the camera), but when you turn it back on, it would snap the mesh back to the rotation it was before you turned off usepawncontrolrot (control rotation does not get updated when it's off).

Anybody have any idea what I should do? Any help is appreciated!

P.S. here's a picture of the code. the float value offscreen is the delta time, and the execution is the sequence from event tick.

[url]http://imgur.com/4OAeDc0[/url]

Product Version: UE 4.8
Tags:
more ▼

asked Aug 16 '15 at 12:59 AM in Blueprint Scripting

avatar image

JakeD
24 3 6 9

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
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