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"

Why does SetViewTargetWithBlend require a camera actor and not a camera component?

A camera component by definition is wrapped by an actor and has a transform, why does it need to have it's own unique actor? Because of this i was unable to have the camera component in the player controller be used as the viewing camera. (Which could be bad architecture, and if it is, please clarify and point out good architecture)

Product Version: Not Selected
Tags:
more ▼

asked Apr 22 '14 at 02:25 AM in Blueprint Scripting

avatar image

joessu
352 26 34 43

avatar image Divo May 19 '14 at 02:44 PM

I agree, this would be a nice feature even if it's a separate node that expects a camera component.

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

2 answers: sort voted first

Huh? It doesn't. The view target requires any actor, and if that actor has a camera component that will be used as the view point, otherwise the actor itself will be used.

more ▼

answered May 19 '14 at 04:13 PM

avatar image

MulleDK19
2.7k 161 274 254

avatar image joessu May 19 '14 at 07:18 PM

Okay, so then my statement about architecture applies.

avatar image Divo May 19 '14 at 08:01 PM

While this helps a lot, it still raises an issue when you have multiple camera components within a single actor and you're trying to specify which one you'd prefer it to target.

avatar image DanaFo May 22 '14 at 06:23 AM

I believe you have to toggle/activate/deactivate each camera component inside an actor. The camera control flow looks for the first active camera component in an actor designated as the view target. I'm not actually sure if this blinks the viewTarget as a hard cut between cameras. You could also look at lerping the position of one camera component to another temporarily then doing the activate/deactivate switcheroo.

I personally would look at having a group of cameras parented to an actor that holds the position/rotation of the entire group based on the character/pawn so I could blend using the set viewtarget functionality. It would be madness to manage the activation/deactivation logic for several camera components.

avatar image jwatte Jun 08 '14 at 08:09 PM

+10 AAA would agree again. I want to keep multiple cameras in a single blueprint/actor, and want to lerp between them. Seems I can't have what I want without a LOT of custom lerping code? (The original camera needs to remember where to return to, too)

avatar image ELRIIC Jun 07 '15 at 12:18 PM

I have the same issue! I can swap between cameras that are placed in the level easily, but when I'm trying to return to the Main Camera that is under my SideScrollerCharacter Blueprint, things simply don't work.

Has anyone found a solution or a workaround so SetViewTargetwithBlend works with components?

avatar image SkurkSE Sep 23 '15 at 12:11 PM

Yes, this is a terrible workflow. Best solution i have found is using childactors and having a blueprint wrap each camera actor in order to setup postfilter settings etc

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

answered Jun 27 '17 at 05:23 PM

avatar image

saeedc
2.4k 73 43 108

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