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What setting do I change to make my character fly instead of fixed on the ground?

Using the First Person Blueprint project as an example..

what settings would I have to change in order to make the camera(player) 'fly' instead of being permanently fixed to the ground under gravity? I haven't (yet) found a tutorial that demonstrates this kind of camera.

In the default camera Blueprint I have looked at and tweaked various settings pertaining to gravity, mass and physics. However, (unless I am mistaken) I don't think there is a singular setting that results in a lighter/weightless camera so it is probably a combination of factors.

Note, the Blueprint Flying example isn't what I am looking for. Basically, I want the [Play] camera to behave in the same way that the [Simulate] camera does, but with collision.

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asked Jul 31 '14 at 10:37 AM in Blueprint Scripting

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ash22
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2 answers: sort voted first

You need to create a SpectatorPawn and use it as your default pawn. Or you can just pick the existing spectator pawn from world settings > Game Mode > Default Player Pawn.

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answered Jul 31 '14 at 01:22 PM

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Jacky
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avatar image ash22 Jul 31 '14 at 01:49 PM

Thanks Jacky.
Geez that was simple. I spent half a day looking through tutorials, testing all kinds if settings wondering how to turn off my cam gravity.

avatar image Jacky Jul 31 '14 at 01:53 PM

If you only want a camera like in the editor but with collision, then do as i said. Follow that tutorial or check out flying template if you want to make a flying vehicle.

avatar image ash22 Jul 31 '14 at 02:08 PM

I don't need it for now, but can I assume I can later switch between my camera and the pawn class in-play, effectively changing the WalkThrough to a FlyThrough camera at will?

That is my objective.

avatar image Jacky Jul 31 '14 at 02:12 PM

Of course. You just place or spawn your walking pawn into the level and then switch between both pawns using the possess node in level BP.

avatar image ash22 Jul 31 '14 at 02:24 PM

Noted for future reference.
cheers!

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Due to having camera damping in place, trying to switch between two cameras (especially involving [Set View Target With Blend]) began to get a little complicated. I couldn't help feeling that I was over-complicating the objective.

I went back to basics and figured out how to switch between walking and flying without the need for a separate pawn/camera blueprint.

alt text

walkflytoggle.jpg (217.5 kB)
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answered Aug 04 '14 at 04:09 PM

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ash22
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avatar image modena3d Aug 11 '14 at 05:20 AM

You could put the project with this practical operation to download and I see, please?

avatar image ash22 Aug 11 '14 at 09:08 AM

Hi modena3d

This is a little frustrating. I created this six step tutorial so you could add the walk/fly to your own project:

(1) Create a new First Person Blueprint project and [Save].

(2) Open the MyCharacter blueprint

(3) Create the graph as shown in my screenshot, but instead of creating a 'pressX' input action, just add a Middle Mouse Button event node (just for a quicker test).

All six nodes can be found with either a context sensitive or [Find a Node] library search.

(4) Compile it and save

(5) In the main editor, click on [World Settings], and under the [Game Mode] section set [GameMode Override] to "MyGame" (or whatever your game mode blueprint is called).

(6) [Save].

However, the steps above it worked in my first test project but had no effect in my second test project (I have no idea why). I then attempted to upload the working as an attachment (5MB, using 7z) but the uploader gets to 5% then says "No such upload" and aborts.

;((

avatar image modena3d Aug 13 '14 at 05:26 AM

please, I'm new to this part even more programming. And there are some things that you rename and I do not think by the name who are in your image! Help me please

avatar image ash22 Aug 13 '14 at 09:25 AM

Nothing has been renamed except the [InputAction CamSwitch_pressX] node, but you will not need that node.

All other nodes are part of the UE library.

Replace [InputAction CamSwitch_pressX] with a [Middle Mouse Button] event.

avatar image modena3d Aug 15 '14 at 02:46 AM

Thank you .... I could, however I wonder if you manages to come assist me to do, change the camera for one camera person for 2 person and 3 person like this? forum with relation: https://forums.unrealengine.com/showthread.php?1083-Change-camera-via-Blueprint

exemple in video:

https://www.youtube.com/watch?v=-Bf3kN_BjfE

avatar image ash22 Aug 15 '14 at 07:49 AM

Hi modena3d,

I have not attempted 'camera switching' before.

I would recommend that you post a question to those authors directly.

If they have already implemented the feature they will be in a much better position to explain how to do it.
(I would only be guessing).

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