Switch Camera Blend With UCamera component
I would like to switch between cameras with blend like the function SetViewTargetWithBlend but instead to use CameraActor, I will need to use UCameraComponent (camera third view to top down view and inverse).
My UCameraComponent are childs of SprinArm.
How can I handle this behaviour ?
Behaviour needed (instead CameraActor, I need to use UCameraComponent) : Switch camera at 6 minutes 20 seconds
My character components hierarchy :
asked Nov 17 '15 at 10:29 AM in Blueprint Scripting
I know a better solution which I think is the best.
Create two separate actors ( Cam1 and Cam2)
add a camera component to each of them.
make camera component the root component by dragging and drop on scene component.
open character BP and add a spring arm with optional length.
then add two child actors then set child actor class from child actor component category to be those actors (cam1 , cam 2) for both child actors.
attach child actors to spring arm and change the location of one of them.
on begin play of character BP set one of those child to be the default camera by set view target with blend and zero blend time.
then on press E key use a flip flop to blend between cam1 and cam2. by set view target with blend node and a none zero blend time.
answered Jun 27 '17 at 05:15 PM
your welcome! :)
what do you mean by tilting?
answered Dec 19 '17 at 04:12 AM
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