Using the First Person Blueprint project as an example…
what settings would I have to change in order to make the camera(player) ‘fly’ instead of being permanently fixed to the ground under gravity? I haven’t (yet) found a tutorial that demonstrates this kind of camera.
In the default camera Blueprint I have looked at and tweaked various settings pertaining to gravity, mass and physics. However, (unless I am mistaken) I don’t think there is a singular setting that results in a lighter/weightless camera so it is probably a combination of factors.
Note, the Blueprint Flying example isn’t what I am looking for. Basically, I want the [Play] camera to behave in the same way that the [Simulate] camera does, but with collision.
You need to create a SpectatorPawn and use it as your default pawn. Or you can just pick the existing spectator pawn from world settings > Game Mode > Default Player Pawn.
Thanks Jacky.
Geez that was simple. I spent half a day looking through tutorials, testing all kinds if settings wondering how to turn off my cam gravity.
I don’t need it for now, but can I assume I can later switch between my camera and the pawn class in-play, effectively changing the WalkThrough to a FlyThrough camera at will?
If you only want a camera like in the editor but with collision, then do as i said. Follow that tutorial or check out flying template if you want to make a flying vehicle.
Due to having camera damping in place, trying to switch between two cameras (especially involving [Set View Target With Blend]) began to get a little complicated. I couldn’t help feeling that I was over-complicating the objective.
I went back to basics and figured out how to switch between walking and flying without the need for a separate pawn/camera blueprint.
This is a little frustrating.
I created this six step tutorial so you could add the walk/fly to your own project:
(1)
Create a new First Person Blueprint project and [Save].
(2)
Open the MyCharacter blueprint
(3)
Create the graph as shown in my screenshot, but
instead of creating a ‘pressX’ input action,
just add a Middle Mouse Button event node
(just for a quicker test).
All six nodes can be found with either a context sensitive or [Find a Node] library search.
(4)
Compile it and save
(5)
In the main editor, click on [World Settings],
and under the [Game Mode] section set [GameMode Override] to “MyGame” (or whatever your game mode blueprint is called).
(6)
[Save].
However, the steps above it worked in my first test project but had no effect in my second test project (I have no idea why). I then attempted to upload the working as an attachment (5MB, using 7z) but the uploader gets to 5% then says “No such upload” and aborts.
please, I’m new to this part even more programming. And there are some things that you rename and I do not think by the name who are in your image!
Help me please
Thank you … I could, however I wonder if you manages to come assist me to do, change the camera for one camera person for 2 person and 3 person like this?
forum with relation: