Hello I have asked this question elsewhere and no one will respond. I don’t know what to do. I have fixed cameras in my level much like resident evil and when I enter the trigger the camera changes (Which I want to happen) and so does the players direction orientation This is annoying because for the controls to make sense they need to be based on the position the camera is facing, THE PROBLEM IS if I am leaving a camera trigger for a camera that is behind my characters back the controls are fine. If the camera is to the side of the character or in front the character changes direction. I can’t have the players movement on a linear Axes because the when I hit a camera that is in front of the play the controls feel backward unnatural. I am begging for the love of god can someone please help me!! :’(
P.s. If someone needs a video example of what I’m trying to accomplish I’ll find one and post it.
Thank you, this seems helpful but I am very new to this. Do I hook my MoveRight input into Set Control Rotation? I’m sorry. I’m trying my best to learn.
This is a shot of my fixed camera as for the player movement I’m just using the third person template. I don’t understand where I should use SetContolRotation, if it should go in my players movement BP or the BP for the cameras?
Ok I did that but not if I exit a camera back and enter a new camera that is in front of my characters body (Facing his front), my controls become reversed and he turns around.
Without knowing exactly what sort of input system you’re going for here, hopefully you can troubleshoot the rest on your own. Those vectors passed into the AddMovementInput function are going to define which direction the player moves on any given frame. You just gotta make sure they’re set properly.
Here’s a video want to accomplish (the parts where the camera is fixed). When the player enters a new camera angle the forward direction continues. What I want to happen is for the players direction to only reorient to the rotation of the new camera once I let go to the direction controls.
I realize this was made in UDK but I don't see why it can't be done in UE4
I deiced to change project settings input so that the character would rotate with left and right direction and only be able to move forward and backward (like old resident evil tank controls). This way the cameras are viewed at the set angles without changing the direction of the controls. If there’s a better way I honestly can’t figure it out. Thank you for your insight and advice.
Thanks so much this is great! I can’t believe you did all this. But there’s a bit of a problem there is a deadzone when the character turns around while standing in between the camera triggers the cameras will not swap and the player will walk off screen when moved. I know in unity I could use OnTriggerStay but there’s nothing like that in UE4. Is there anyway to check if the character is inside the Trigger and not just overlapping it?