Camera swap help

Hi,

I have a system that works like this:

First Person viewpoint:

  1. Hold left button down - power bar rises.
  2. Let go of left button, projectile
    fires
  3. Camera follows the flight of the
    projectile until impact
  4. On impact, I Destroy the projectile,
    swap it out for a destructible
    version of itself and it explodes.
  5. At the same time I detach the camera
    component of the destructible mesh
    and use that as the view camera (to
    frame the destruction caused). Then
    after a few seconds swap back to FPS
    view.

On the whole this works okay but I need a more elegant solution to framing the view of the impact, as using the above method can make the camera appear on top of the impact and you see nothing.

I guess what I need is a section of blueprint that traces the projectiles path from start to end and places the final camera viewpoint a couple of hundred units back down the ‘path’ looking toward the impact. This would more or less ensure a clear, unrestricted view of the crash site but I don’t know the script to do this.
Can anyone help please?

Thanks,
Daz

  1. power bar should be float variable.
  2. Use an event for left click released.
  3. Your projectile should have a camera component. Use a set view target node to set the camera.
  4. On impact, you can have the projectile be a destructible mesh, and just break it on the onHit event, create a new event called destroyed or something.
  5. OnEvent Destroyed, set the camera position to zoom about by setting location. Add a delay, and then use a set viewtarget node to set it back to the original.