#1 Why is my ADS camera messed up when creating an Aiming Down Sights (ADS)?

Hello! I was making a first person shooter game and I was working on an Aiming or ADS system. I went with the two cameras option but when the cameras switch, the ADS camera is in the ground? I went back in the blueprint and the camera is clearly on the gun attached to a socket.

Why is this happening and how can I fix this? Is it even possible to make an ADS system this way or is there a better way?
Thanks!

Hey there. I have a picture of where my socket is and I keep changing it but the camera is stuck in a weird angle on the back. Here are my pictures:

So what do I put on the this pin? It says my camera can’t go in the pin

So I tried that but it shows me this angle. I tried moving the cameras but that didn’t work :confused:

So I rotated everything and it still looks like the picture above

Did it and it is still the same :confused:

It doesn’t matter where the ADS camera is in the viewport, that’s not where it will be. You told it to sit inside the skeletal mesh’s “camera” socket and that will take priority.

Check your skeletal mesh and see if you have the “camera” socket placed in the right location there.

Edit: If it is in the correct location, then you might need to zero out those transform location numbers in your viewpoint since they take the location of the socket and THEN add the requested transform. Right now according to that Z transform you’re instructing the camera to hover 361 unreal units below the socket location, which may well explain why it’s sitting inside the ground at the moment.

Oh sorry, your setup is slightly different to mine. You’re using a camera component on the AK, wheras I’m using a separate camera object.

Just plug in your AK object itself in there and if it has only one active camera component on it, that’s what the engine will use. I just tested it that way in my project and it seems to work. [Edit: So just plug in AKGun directly into that pin]

Edit: And use a reference back to the character, not the character’s camera component to switch it back again.

Your socket or camera is likely on the wrong rotation. You can try rotating the socket in the skeletal view (easier if you add a preview option) but personally I find it easier to just go into the viewport window and rotate it there until it’s facing the correct direction.

Untick use pawn control rotation

Also just on an unrelated note, it’s really lucky I’ve been helping with your answer. I found your question searching for a slightly different problem with my project (didn’t find any solutions though), and when I switched my setup over to a camera component like yours to test fixes for your question I discovered it just happened to fix my other problem I was having. So thanks. :slight_smile:

Weird… Can you send me some screenshots of relevant screens, like the viewport and the blueprint you’re using? The basic setup should be fine, it’s exactly what I’m using and it’s working perfectly on my system so there must be some tiny thing somewhere that we’re missing.

Here’s how everything’s set up on mine and you can see it’s working.

Here is my stuff:

Ha Ha. Thanks so much for helping me lol!

Here is my stuff:

ok Imgur: The magic of the Internet

I did everything you said to do but the camera is still in my character’s chest at an awkward angle. I took away all the negative values and set them all to 0,0,0 in my view port, Adjusted the socket transformation. And the ADS part was just changing the FOV but it wasn’t linked. I also set it to auto-activate but it doesn’t work :frowning:

Oh wait it worked :slight_smile: Just how do I fix my line tracing? U - YouTube

I did this but the line trace is going all over the place: Imgur: The magic of the Internet