Shoulder to Shoulder Camera Change Effecting Zoom

Hi all!

I was curious if someone could replicate my blueprints and see if they’re yielding the same results. Or just right off knows why it is acting the way that it is.

I started a brand new 3rd person project opened up the the 3rd person bp and coded a shoulder to shoulder camera change. Essentially when i press the middle mouse button, it switches between a camera on the right shoulder to the left and vice-versa. But when i added a third camera called “Zoom” and tried to code it to where when i press the right mouse button it zooms in. It will work, but it acts real weird. It fails in the beginning then begins working. Not sure what is going on.

Here are the Blueprints:

Thanks Guys!
Austin

Hi Guys,

Okay so i found the solution. I guess i was over complicating things,
That being said though if anyone is having issues with this as well, its not perfect but its a good
start for prototyping a shoulder to shoulder camera switch with a first person zoom.

Here is the bp:

So the issue with this is that the default camera(“Right Player Camera” in my project) tends to dominate what is going on. So say that you’ve switched over to the “Left Player Camera” and you go to zoom in. When you release the Right Mouse Button its going to shift back over to the “Right Player Camera”. Not sure how to fix this, but i guess later in development it will get fixed.

Also, anyone reading this. I have switched over to the ‘Anim Starter Pack’ 3rd person character blueprint. There is a strange amount of stiffness in the characters camera movement, and the camera doesn’t follow when I crouch. Would anyone happen to know what the solution to this is? I just want maybe a 45 or 90 degree free form look around just so that the character doesn’t seem so stiff when he turns. Maybe stiff when moving, and the ability to look around when not moving? Not sure. May post this as a separate question if i don’t get too many hits.

Anyways. Thanks Guys!

Austin