How to set view blend between two cameras within the character blueprint?
Hey guys I've been having lots of trouble trying to figure out a way to blend a first-person to third-person transition within blueprint. After player input, the blueprint runs through a flip-flop and then uses the Set View Target with Blend function. Flip-flop B (the return to first-person view) works perfectly fine and sets the new target to self. However flip-flop A sets the new target to a child actor that contains a camera (this is where the problem is). At the moment when I press "V" to change perspective, it goes to the center of the player character instead of the third-person camera. Any help would be greatly appreciated :)
asked Aug 25 '18 at 07:11 PM in Blueprint Scripting
Blending to Child Actor Component's Actor will send the camera to that actor's component's location. Is the child actor component offset at all? Is the actor's camera offset? How many cameras does the child actor have, more than one?
This works well:
It works well until you interrupt the interpolation, that is. You will get much more control over the movement if you either:
tl;dr: Set View Target with Blend is evil.
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