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What decides the default camera in the sidescroller example?

In 2D sidescroller, what factor or where it is decided what is the default camera for the... level? It doesn't say anything about cameras in the character BP nor in level BP.

Also a side question: Why can't I jump while in mid-air even thought there isn't anything against it http://prntscr.com/4epm78

Mind me, Im a noob.

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asked Aug 20 '14 at 04:56 PM in Blueprint Scripting

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Hi Cryo,

The camera is located under the Components tab in the character blueprint.

The Jump function node that you are seeing is hard coded in. It can be easily manipulated though. Check out this quick tutorial on how to add in a double jump.


I hope that helps.


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answered Aug 20 '14 at 09:32 PM

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avatar image Cryo Aug 21 '14 at 04:27 PM

When I destroy the whole character and its camera component and then I will add a new camera to the level and press start it doesn't take the camera view. I know it can be activated vie blueprint (http://prntscr.com/4f11yg) but I couldn't find any blueprint that would have activated the character's camera component one. so how's the example's character's camera component activated? Is it related to the gamemode becuase the character's camera component doesn't work when I choose the gamemode from "none" to "GameMode" the camera isn't activated again?

avatar image TJ V ♦♦ STAFF Aug 21 '14 at 05:46 PM

Yes, the camera is activated when you set the DefaultPawnClass in the GameMode. When you first create a project the Default Pawn Class is the MyCharacter blueprint which has a camera component.

avatar image Cryo Aug 21 '14 at 06:50 PM

Yes that was the info I was looking for. thanks.

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