Static Camera aiming and movement issue
I really rarely have the need to come here and ask for help but this time I'd like to have this over with and continue with my project.
Basically I'm having a static camera issue which doesn't really show up when using one player because it rotates towards it, but it comes when having two players because it actually rotates towards a point between them.
The way i'm developing my character, both the movement and the aiming are based on a "Find look at rotation" between the camera and the character itself, but when booting up another player, this system no longer makes sense.
I'll upload some images about this issue but I would REALLY appreciate if you watched a minute and a half video i made about this to explain it at the best of my abilities.
What's a good approach to base my character rotation on?
asked Jan 15 '19 at 06:47 AM in Blueprint Scripting
You didn't show the code that compute your up vector in your video (weird choice when you want to fix this issue ^^), anyway, you have to use the Forward vector of your camera to set your up vector (and right vector), (it doesn't depend on your character location according to your request).
answered Jan 18 '19 at 09:58 PM
Forward vector is not used this way.
answered Jan 19 '19 at 03:31 PM
Im pretty sure that this explanation is going to be confusing af but i'll still try to make it somewhat "simple" So you could place 2 boxes on your map, those boxes are going to act like "face cameras" that always follow your players and always stay on original camera's right vector. Blueprint on this screenshot is not copy paste or anything (im tired and going to bed so just put something together fast) but it explains the steps and on 3rd screen you have picture that might somewhat explain what we're doing here. On top of that i didnt mention in that screenshot that for it to work really good it would be kinda necessary to spawn another box that basically copies camera rotation and position except Y-rot and you have to place it on the same level as your characters. All that simply cause all that math there is done on a plain but the second you add height to it it's going to be accurate especially when characters get really close to the camera. You could fix it like i said with spawning another box that copies camera just stays at character level and then use that box instead of original camera for grabbing distance and stuff. Well if you think this is something that you could use and have questions or help with something just ask, i'll be here again in few hours
edit: no it is not tested but the math doesn't lie! :)
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