Smoothly stopping an indefinite CameraShake?
I'm trying to use a camera shake for a headbob by setting the camera shake oscillation duration to -1 (indefinite) then calling it on keypress with ClientStartCameraShake, then stopping it with ClientStopCameraShake.
It works, but ClientStopCameraShake doesn't seem to use the Oscillation Blend Out settings inside the Camera shake asset, so when the player stops moving the camera simply snaps back to its default position.
I want it to blend smoothly back to position, how can I do this?
asked Aug 27 '14 at 04:56 AM in Blueprint Scripting
Here's what you can do: 1: Update your project to UE4.12.5 (There is a boolean value in the stop camera shake that can be toggled to make it end smoothly.) 2: Make your camera shake last about half a second long (with fade in and out times of about 0.15 seconds) and create this blue print. I found this to be a very good solution. Sorry If this response was too late-I had this problem for so long in my project. I can't believe I finally solved it though.
answered Aug 27 '16 at 04:54 PM
I don't know about that stopping it clean, but a possible solution could be to make a camera bounce that is just 1 shake, and then put it on a looping timer. When you want it to stop just clear the timer and the last shake will play out and finish smoothly.
answered Aug 27 '14 at 06:26 AM
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