Switching between multiple cameras within the Character.
Hey all, I'm looking for simple blueprint functionality for switching between two cameras inside of a character component. I have found a similar post, however the "answers" are not very straightforward and quite confusing. I'll explain what I have been trying. Within the "MyController" blueprint, On Key F Pressed, Switch to second camera. However I can't seem to reference the cameras located within the MyCharacter Components. This is quite a hindrance for me. Can someone explain a bit better how this could be done? thanks in advance!
If you have multiple cameras within your Character blueprint you want to switch between, you can use the Set Active node that has a boolean New Active to deactivate one camera and activate the other. If you need to call these cameras and functions from outside of the Character blueprint, you'll need to Get Player Character and Cast it to your Character Blueprint, then you can access the cameras with a Get and use Set Active as I mentioned. Here is an example setup you could use in your Controller blueprint:
Hope this helps!
answered May 18 '14 at 02:48 PM
Steve Allison STAFF
Just to update this to what I think may be best practice:
To blend smoothly between two cameras within the player pawn... I'd use the simple link provided by Saeedc above
To switch instantly between two cameras within the player pawn... I'd suggest the following way:
Also remember to set your default camera component Auto activate switch to ON and your secondary camera Auto Activate switch to OFF (either in the component settings or using BeginPlay).
For completeness, if you are using two spring arms, you can toggle them on/off too. Remember to set both Auto activate up as with both the cameras.
For anyone else - Here's a simple way to switch cameras from the level blueprint, and casting a camera that's in a Pawn blueprint.
Don't forget to have the camera attached to a boom in the Pawn blueprint.
answered Oct 08 '15 at 11:24 PM
you can also do what I have been testing and move one camera on a arm to different locations by changing an enum
so first person view might change arm length to 0 with a 0,0,0 rot, and third person would have an arm length of 650 and a rot of 0,-40,0 and using a timer you can slowly move the camera in and out, or even using the scroll on you mouse make a smooth transition.
then first and third become one camera, and top down would be just as easy at a 0,-90,0 rot, and the only difficult parts would be shoulder view where you might set a second camera, or use a larger blueprint to turn camera, and the arm.
answered Apr 10 '17 at 03:38 PM
Thank You, NorthStar. Simple clean and working switch for 2 cameras. Before, I was confused while using toggles with two cameras, both on springs, they acted super weird. Looks like problem was simply that I need to toggle both - camera and spring arm. This is good for instant switching. I wonder, what is considered best elegant way for switching two (or more) springs-cameras with smooth "cinematic" transition from one to another? Or, there should be just one spring+camera and all variations in spring parameters? Thanks in advance! :)
answered Dec 18 '17 at 10:44 PM
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