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"

Stop third person camera affecting character rotation

Hey all,

I'm trying to set up a third person player with a camera where:

  1. The character is controlled with the left analogue and faces the direction of his movement.

  2. The camera follows the character with a slight lag.

  3. The player can offset the camera rotation with the right analogue stick without changing the direction the character is running.

This seems to be possible when the character is standing still in the third person blueprint, but if the player is running forward and rotates the camera at the same time with the right analogue stick, it will affect the direction the character is running.

Does anyone know how I would go about setting something like this up?

I've tried a lot of combinations, but nothing quite seems to work.

Thanks!

Product Version: UE 4.19
Tags:
more ▼

asked Aug 03 '18 at 05:05 PM in Using UE4

avatar image

RiggerRyan
6 2 4

(comments are locked)
10|2000 characters needed characters left

2 answers: sort voted first

I think you'll want to either disable the pawn's User Control Rotation checkbox, or have the right analog stick not control the character but programmatically offset the camera rotation or the rotation of the scene component it is attached to (and make that parented in a way that it is not a child of the pawn, which means probably using AttachTo at runtime on BeginPlay, and changing it so it does not Snap To nor inherit rotation).

The thing is if your camera is a component of an actor, it will inherit the rotation of whatever it's a child component of. The Spring Arm might have a way around this though, so you can look into that. If not, then you may want to consider making the camera part of a separate actor that always follows the character or is, like I described, attached to the character but ignoring the rotation of its attach parent, and do that at BeginPlay.

more ▼

answered Aug 03 '18 at 05:51 PM

avatar image

mightyenigma
3.7k 18 18 15

avatar image RiggerRyan Aug 03 '18 at 08:54 PM

Awesome, thanks for your message. I'll give this a shot and let you know if it works :)

(comments are locked)
10|2000 characters needed characters left

Think I've nailed it! These were the settings I've ended up with:

  • Use Controller Rotation Yaw and Use Controller Rotation Yaw (Both On).

  • Orient Character to Movement and Use Controller Desired Rotation (Off).

  • In the Camera Boom: Use Pawn Control Rotation, Inherit Pitch and Inherit Yaw (Off).

Then the Blueprint for the camera is as follows: alt text

Camera Reset Blueprint: alt text

Character Movement Updates alt text

Hope this helps!

more ▼

answered Aug 05 '18 at 04:43 PM

avatar image

RiggerRyan
6 2 4

(comments are locked)
10|2000 characters needed characters left
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