Ideas for setting up a "true" First-Person-Camera?
I am relatively new to UE4 and my current goal is to create a "player-character" C++-class that inherits from ACharacter.
Thanks in advance
asked Oct 17 '17 at 01:50 PM in C++ Programming
Why not just attach it to the Mesh of the character and then set it to the socket name? No idea whether this would actually work but I don't see why not as RootComponent is actually allowed so Mesh should be as well as long as you define the mesh within C++.
Another way you could do it is just set it to a camera boom in the position of the characters eyes and simulate blinking etc.
Just wanted to point out that if you even get it into the players eye socket you will have the issue of the players mesh glitching into the camera all the time meaning you will have to create custom animations that make sure that the players head does not come too far forward.
If I am thinking of what you want to do it would be like ARMA style, in the fact that both the third and first person animations are 1:1. The way I would do it is simply create a mesh for 1st person that has his head removed and can only be seen by the owner and for the other players use the actual players mesh that has a head that is invisible to the owner. Setup the same animations maybe use a Rig for the 1st person to get a 1:1 animation setup. Use the same animation blueprint just tweaked slightly for the 1st person mesh. Also disable the dynamic shadows on the 1st person mesh so that only the third person ones are shown. After this you can simulate blinking or whatever you would like just by using camera effects.
answered Oct 18 '17 at 01:21 AM
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