Simple efx Camera rotation around Character
Getting a decent good grip on UE4, using BP, I still can't get grips on making the camera do little tricks.
My question is: What technique would be appropriate to perform a task like this: A standard Third Person player pawn has picked up say a helmet. Bam, Bam, Bam, Bam: We want to show say 4-5 shots of (still) camera angles w efx around his head with that new helmet on, right there, front, left, right, back, maybe front again... and then back to normal play.
It seams like there's a ton of much too complex options.. here's a couple of what I have been through as example:
I must say I cannot find the simple overview from this page: https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Camera/index.html
I guess I'm dreaming of just 'setting transform for the camera relative to the players head, add some efx to the camera', and the rest would be no problem.
Just cannot get the 'overview' of who is doing what in a simple manner in such a case? Thanks a bunch :)
Oh.. PS: I'm trying to use the UE4 framework 'correct', that is I'm using Player State, Game State.. erhm.. Target Interfaces.. the whole deal, not just 'tiny pieces that works isolated but not really in the framework' ;)
You should use Matinee (or Sequencer? - I'm not very familiar with it). You basically change the position of the cameras to be near your actor , facing him and then you switch cameras(there is blueprint communication available).
You could perhaps do that your way: add 5 extra cameras on specified angles on the player character and then just switch view targets with delays in between
answered May 15 '16 at 11:43 AM
Id also say Matinee or Sequencer but a Blueprint somewhat hacky way would be to simply freeze controls for the duration of the sequence and use Set Control Rotation and Set the Armlength of the Camerarm for each Shot maybe with some cameramanager effects then reenable controls.
answered May 23 '16 at 12:44 PM
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