Not many comments here but I wanted to say this was very straight to the point and one of the better tutorials I've seen on youtube. Thanks and keep it up my dude! :)
in UE5.3.1 *const float NewTargetArmLength = CameraBoom->TargetArmLength + Value * ZoomStep;* seems to be causing a crash what can be done to prevent it? a temporary fix i found was to keep track of the length with another variable thats also set to the default one (but doesnt looks less clean that way)
@@sudokid i have modified a slight bit from the video since I'm using enhanced input. EDIT: for some reason the CameraBoom has no parrent (idk how that happened) void AProject_1x1Character::CameraZoom(const FInputActionValue &IA_Value) { // input is a Vector1D (float) float Value = IA_Value.Get(); if (Value == 0.0f || !Controller) return; // Either we dont have a controller or the input isnt actually anything const float NewTargetArmLength = CameraBoom->TargetArmLength + Value * ZoomStep; CameraBoom->TargetArmLength = FMath::Clamp(NewTargetArmLength, CameraMinZoom, CameraMaxZoom); ; if(GEngine) GEngine->AddOnScreenDebugMessage(-1, 1.f, FColor::Yellow, FString::Printf(TEXT("Current camera distance is '%f' "), CurrentTargetArmLength)); }
Not many comments here but I wanted to say this was very straight to the point and one of the better tutorials I've seen on youtube. Thanks and keep it up my dude! :)
Thank you for the kind words.
Thanks, this video has helped me with understanding of Axis Mechanics!
I’m happy I could help :)
IT WOOOORKED!!!! You smart.
Thx a lot, happy new year!
Thank you, and I hope your year is going well.
Nice
in UE5.3.1 *const float NewTargetArmLength = CameraBoom->TargetArmLength + Value * ZoomStep;* seems to be causing a crash what can be done to prevent it?
a temporary fix i found was to keep track of the length with another variable thats also set to the default one (but doesnt looks less clean that way)
I have not played around with UE 5.3 yet but I'll test this out over the weekend and get back to you.
@@sudokid i have modified a slight bit from the video since I'm using enhanced input.
EDIT: for some reason the CameraBoom has no parrent (idk how that happened)
void AProject_1x1Character::CameraZoom(const FInputActionValue &IA_Value)
{
// input is a Vector1D (float)
float Value = IA_Value.Get();
if (Value == 0.0f || !Controller) return; // Either we dont have a controller or the input isnt actually anything
const float NewTargetArmLength = CameraBoom->TargetArmLength + Value * ZoomStep;
CameraBoom->TargetArmLength = FMath::Clamp(NewTargetArmLength, CameraMinZoom, CameraMaxZoom); ;
if(GEngine)
GEngine->AddOnScreenDebugMessage(-1, 1.f, FColor::Yellow, FString::Printf(TEXT("Current camera distance is '%f' "), CurrentTargetArmLength));
}
@@sudokid i remade the project and now it works -, I for some reason cant get the camera connected to the socket now-
@@ms2649 I'm guessing you got it all sorted out?
@@sudokid yes, i ended up remaking the project and moving over all of the stuff
How to create cameraboom cant find one?