question about initial camera setup
I'm currently trying to setup an RTS camera similar to the one in the strategy game example, and I'm running into some problems that I hope the UE4 gods can help answer =)
1) what is a camera boom that I see being created in character classes? and what does springarmcomponent do? Do I even need this if I'm trying to create an RTS camera, since the camera has nothing to do with the pawn?
2) player controller contains a playercameramanager, how on earth do I setup the initial camera view of the game. is it possible to create a camera actor on the scene and somehow attach it to the playercameramanager?
3) is it possible to have playercameramanager contain multiple cameras and switch them depending on the situation?
Thanks in advance!
asked Apr 17 '14 at 09:39 PM in C++ Programming
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