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Head bone rotating with cam with pressing "ALT"

alt text

As in the title, I have think this about 2 days now but dont get it :D

So, i have attached the camera (which is in 3rd person) to head bone and it moves fine with it. I want "lookaround" system like in Rust or PUBG, so how can i tell to ue4 that it must release my character head bone (oh and rotation have to be natural (45R, 45L =180 degrees or how much your head turn?)?

TL;DR: Looking info for cam system like in PUBG or RUST. alt text

Product Version: UE 4.17
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asked Jan 22 '18 at 10:02 PM in Blueprint Scripting

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arktisvodka
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Hey there i would say you could do that in the animation blueprint using the Transform Modify bone, you pick rotation only and component space and add to existing option. Then you just plug a variable into it, when you move the mouse in head rotation mode you just add onto that variable in the yaw.

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answered Jan 23 '18 at 12:39 PM

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xlar8or
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avatar image arktisvodka Jan 31 '18 at 01:46 AM

Can you explain more in detail? I dont get it.

Thanks! alt text

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avatar image xlar8or Jan 31 '18 at 12:44 PM

You need to connect the transform modify bone with the other ones, make sure the rotation is set to component space. The Head Rotation variable will have the value of a rotator also inside the character that when you move the mouse left or right, you add/subtract the yaw using the Axis value.

avatar image arktisvodka Feb 26 '18 at 05:24 AM

Thanks for reply! I'm feeling stupid and I don't get what you mean. I connected that bone to the chain and made it to component space.

The Head Rotation variable will have the value of a rotator also inside the character that when you move the mouse left or right, you add/subtract the yaw using the Axis value.

If you could explain this (with bp's) like I were 6 years old, that would be great! :)

avatar image xlar8or Feb 27 '18 at 11:05 AM

Check this and this to see if it helps.

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