Camera static when character jumps

Hi everyone, UE newb and first time poster here.

I’m fooling around with the endless runner blueprint tutorial, and I’ve come across a problem.
I have the basic character setup, straight out of the tutorial : everything is the third person template out of the box, I’ve only changed the movement logic. So I’ve got a camera boom attached to the player character.
Meaning if I jump, the camera jumps with the character.

How could I set the camera to stay static on the Z axis only when the player jumps?
I’ve thought about just completely constraining it on the Z axis, but that won’t work for my game. (I still need to have the player run up and down ramps, for example).

Any suggestions?

Thanks in advance,

Do something like this in your character BP:

57738-cameralag.jpg

Boom’s lag speed is set to 1 here, but you can increase it as you like. You may want to enable lag in details panel first and try the speed until you are satisfied, then disable it.

Thanks for the quick answer!
That does the trick for the Z axis, but when I jump the camera lags on the X axis as well. So the camera lags behind the character, and then teleports to the normal offset when the character lands. I’ve just tried to up the lag speed instead of deactivating it when the character is on the ground, but when I do a lot of jumps… I get a very nice psychedelic camera trick. Very nice in itself, but not quite what I’m looking for!

Is there a way to constrain the lag on only one axis?

Hmm, i see what you mean now. You can control lag speed transition with a timeline by setting Camera Lag Speed but i dont think there is a way to constrain it to Z axis only i’m afraid. : \

Well, thats a shame. I guess I’ll just get the camera out of the character blueprint and code something of my own.
Anyway, thanks for the help!