x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Lookat Camera Alternate methods,

I'm setting up some hp bar widgets above some actors, and have used the find look at node to keep the hp bars facing the camera, I want to take it a step further to add some depth to the effect, essentially to allow for some angular rotation while clamping the rotation of the widget at extremes to keep it readable. basically what my mocked up picture indicates. my current bp obviously has to be rethought, but im not sure how Any suggestions on how to best handle this? Thanks in advance for any pointers in the right direction!

alt text alt text

Product Version: UE 4.18
Tags:
lookathpplatest.jpg (317.0 kB)
superclean.png (107.3 kB)
more ▼

asked Dec 17 '17 at 11:58 PM in Blueprint Scripting

avatar image

WeTheFallen
18 2 6

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Figure 1. Put a scene component in your character. Place it at the location that you want your widget to be place. Next, put the widget underneath that component and zero out it's relative position.

Figure 2. This step sets the rotation of the scene component to be facing the camera at all times. This will be helpful in figuring out the desired rotation in step 3.

Figure 3. Find the different (delta) between the scene component face the player and the direction the player model is facing. The SinDegrees drives the offset of the Z axis. The multiply 30 is how many degrees it'll max offset in either direction.

alt text alt text alt text

figure1.png (677.3 kB)
figure2.png (150.7 kB)
figure3.png (171.6 kB)
more ▼

answered Dec 22 '17 at 07:10 AM

avatar image

thevfxguy13
369 6 7 19

avatar image thevfxguy13 Dec 22 '17 at 07:14 AM

To smooth it out, I would add the Finterp below

alt text

figure4.png (153.9 kB)
avatar image thevfxguy13 Dec 22 '17 at 07:33 AM

Sorry for the dark gif

alt text

avatar image WeTheFallen Dec 24 '17 at 04:46 AM

wow thank you so much for the tips!!! that's pretty spot on what I was going for! Its always all about those nodes you know nothing about lol.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question