Is there audio listener equivalent for World camera shake?
I'm working on a topdown game and some of the explosions cause camera shakes. I'm using "Play world camera shake" to trigger camera shakes but it seems that my cameras location is used to calculate falloff of camera shake instead of my pawns position.
Is there any way to use my pawns location to calculate the correct offset for camera shake, something like you can do with audio listener?
asked Jul 28 '17 at 04:49 PM in Using UE4
I kind of solved it.
Took camera's location , subtracted pawn location from that and added that vector to camera shakes epicenter location. Seems to be working.
answered Jul 28 '17 at 05:02 PM
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