Trouble fixing character and camera rotation in third person
I'm building a third person shooter with an exploration camera position
and an aiming camera position.
When the character is in exploration, the camera behaves mostly like the third person template, but when the character is aiming, it then uses a blend space to strafe left and right. Everything works fine so far, except that when I am aiming, the camera is not fixed in position over the character's shoulder in a way that, if I rotate far left or right, the camera ends up being off, even left of the character at some point.
It's probably something I have to turn on or off in the camera boom's presets but I can't find why. My objective here is to keep the boom and the camera in the same starting relative position to the character as when the aiming begins.
asked Apr 04 '18 at 01:01 AM in Blueprint Scripting
To change my camera position, I was using a timeline that would change the spring arm's target offset. Wrong procedure, that is what was making the weird rotation happen. Instead you have to modify the socket offset's values. Same values, different outcome!!
answered Apr 09 '18 at 07:32 PM
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