Great video would love to see more about this class, camera boom arms are so annoying. An extensive example of what you can do with the camera manager can be found in the ALSv4 template.
That looks like it should be an easy way to reduce head bob with a true first person setup. Set the position with the player x,y and rotation, then figure some way of putting the z where it needs to be. Walking/running would be simple, just add some value to the terrain height to get the camera at eye level. But I don't know how to do it while jumping/falling.
Not worthless, it's absolutely useful!! But please, help me figure this out: How can I make the camera jump to a socket from the player? Say I got a socket position for the front face (at a certain distance front the front face). How can I tell the camera to "catch" (or go to) that position?
Any idea why I don't have mouse control over the camera pitch in my first person setup? Camera yaw works fine, everything else works fine, just can't look up and down.
Thank you for the great explanation! I have one question: If I want to use the Unreal Take Recorder to capture the camera moving as the user moves the mouse, do I need to create a new physical camera to emulate the player's camera? I assume I'd need to feed the camera position and move the transform, because, as you mentioned, the camera transform doesn’t move on its own. So, to record the position, do I need to create a separate camera and track its fake position?
Nice video! I have a question for you 😅 I want to manage something based on WASD, if only S is pressed, do X, if anything else is pressed do Y and if nothing is pressed do Z. I tried a few things like keeping track of the states in variables, but with pressed and released it’s a mess 😅 any tips?
Great video. I'm having a bizarre problem with orthographic cameras since the update. The new camera location on return node just doesn't seem to do anything. I can type anything and I'tll always be overwritten by the cameras default location. It worked flawlessly before the update. And hasn't worked since the update.
Did you ever figure out why this is? Because I'm implementing this the same way that he is but my camera is not being affected at all via Blueprint Update Camera in the camera manager class
Very cool! I've been working with UE for so long and never knew about this
Great video would love to see more about this class, camera boom arms are so annoying. An extensive example of what you can do with the camera manager can be found in the ALSv4 template.
That looks like it should be an easy way to reduce head bob with a true first person setup. Set the position with the player x,y and rotation, then figure some way of putting the z where it needs to be. Walking/running would be simple, just add some value to the terrain height to get the camera at eye level. But I don't know how to do it while jumping/falling.
Not worthless, it's absolutely useful!! But please, help me figure this out: How can I make the camera jump to a socket from the player? Say I got a socket position for the front face (at a certain distance front the front face). How can I tell the camera to "catch" (or go to) that position?
Any idea why I don't have mouse control over the camera pitch in my first person setup? Camera yaw works fine, everything else works fine, just can't look up and down.
Thank you for the great explanation! I have one question: If I want to use the Unreal Take Recorder to capture the camera moving as the user moves the mouse, do I need to create a new physical camera to emulate the player's camera? I assume I'd need to feed the camera position and move the transform, because, as you mentioned, the camera transform doesn’t move on its own. So, to record the position, do I need to create a separate camera and track its fake position?
Nice video!
I have a question for you 😅
I want to manage something based on WASD, if only S is pressed, do X, if anything else is pressed do Y and if nothing is pressed do Z. I tried a few things like keeping track of the states in variables, but with pressed and released it’s a mess 😅 any tips?
can you please explain how to fix the camera between 2 characters like in tekken8?
Great video. I'm having a bizarre problem with orthographic cameras since the update.
The new camera location on return node just doesn't seem to do anything. I can type anything and I'tll always be overwritten by the cameras default location.
It worked flawlessly before the update. And hasn't worked since the update.
Did you ever figure out why this is? Because I'm implementing this the same way that he is but my camera is not being affected at all via Blueprint Update Camera in the camera manager class
Love it , thanks for sharing the knowledge