How to prevent camera to move while jumping

Hi everyone.
So, I searched and try some answers I saw here but nothing worked (I’m a beginner).

I have a Swing Arm camera (from the 3D Side scroller template) and I want it to act like this :
If the player jumps, the camera don’t follow him. However, the camera will follow the player if he goes through a certain Z-axis position. (like in a vertical platformer)
If you don’t understand me, I’m trying to make the same camera system as in the 2D Metroid games.
I’ve already managed to make the camera lag, but the Z-Axis is causing me trouble.
Thanks for the help!

I’m assuming that your camera is attached to your player character? The can do it through blueprint I believe but it might be a little harder. I don’t know if they have an option for the camera but I believe you can lock the axis as well (until pass a certain Z value then the screen shifts etc.). What I would do I put your main camera in your level BP and adjust it from there so it doesn’t follow your character or down.

Hi, thanks for your reply.
So, the camera (SideViewCamera) is attached to SpringArm1 and so to the SideScrollerCharacter.

So I have to delete the SpringArm camera and create a new one which is not attached to the character, right?
However, I don’t know how I can move the camera to fit my parameters in the level BP, sorry.

Thanks for your help! I need further info ahah

This is how I prevented movement on the Z-Axis, my game is an endless runner where the camera only moves along the Y-axis.

I started working off a new Sequence Pin on the Tick event and used this setup, so it runs each Tick, ultimately setting your camera to your desired world location. World location is the key here.

You can re-work it to move to a new height (the next height ‘level’) once your character gets above a certain World location Z axis. Using lerps and comparisons it should work pretty well.