Really really sorry for the drop in mic quality half way through, believe me it annoys me a lot. But I was still really happy with the video overall (minus some of the audio obviously) and thought the content was still good and useful. I've now bought a new mic which should be arriving soon.
Dude nice! Glad to see they fixed the weird issue with the orthographic cam from UE4 where shadows didn't work, I'm working with 5.2 atm so I might try this haha
Thanks for the video. However, the whole switch part can be simplified a lot. Instead of setting the boom position and camera rotation, you could simply set the (relative) rotation on the boom directly and everything works with a little bit of math. E.g. (ignoring the 45° offset) increment or decrement the Camera Position (camera direction?), add 4 and mod (%) 4 (add & mod are optional, but keep the value in the 0 to 3 range), set Camera Position to the new value and multiply it by 90 to receive the Camera Offset and finally set relative boom rotation on the z axis. Nice side effect: just by changing the booms target arm length you can easily implement a push in/pull out (aka zoom) if needed.
Okay just wanna say i love this and been looking for a tutorial like this forever becouse i would love to learn how to make a isomatric Shooter game like Project Zomboid so if in the future you could teach something like that on top of this that would be amazing. keep it up man :D
your videos are extremely helpful. Do you think you will make any videos on how to do some things in c++, or maybe just explaining when to use blueprints over c++?
Hey I like this tutorial a lot! I would like to implament this into one of my games some day Though, I have been trying to find a tutorial on a certain type of camera movement, which is kind of like a point and click style. You can't move, but The way to turn left, right, or to go down a hall or something, you have to click w to walk forward, and to turn you need to click A for left and D for right and then S to turn around and then W again to go forward again to go back to the original starting point (edit) I did also notice you kind of already do this in the tutorial, but it isn't a smooth transition and I am sure I can figure it out by looking into this tutorial and other tutorials showing how to smoothen transitions to another camera or view. But still I would love to see your take on a tutorial of what I am asking for ^^ This would be like The Joy of Creation game where you can't move like a first person character should, but you have to use wasd to turn or move forward by hitting the keys once The only tutorial I have found about this was on a UE4 version and I am having a real hard time trying to figure out a better way to implament it into my game that I want to make. I am still trying to find out how to do this, but if you know how to, I would love to see a tutorial on it
Thanks for making this tutorial! I'm wondering is there a way to set the background the same as a perspective camera (which can show Sky Atmosphere). It is all black now, it will also be helpful if I could set the background as a pure color instead of black. I'm developing a puzzle game which needs orthographic cameras from (1, 1, 1) to (-1, -1, - 1) all eight directions , and I hope these views can have the same background color.
Thanks for the videos I've learned so much from watching. Any way you can do a inventory setup? I would love to learn and nobody teaches how, they just do it. Its confusing.
Any chance you could do a tutorial on a quick time event similar to the generator system in Dead by Daylight? I want to use that for a fishing mechanic but can't figure out widgets.
I'm trying to do it, but without characters, just a camera with a mini-map in the upper corner. my intention is to create an environment similar to games like beltmatic or shapez or even factorio. mostly 2d, top down, video-tutorial would be very useful for many beginners, I can't find concrete information even on google
Nice tutorial! So easy to understand. I have a question about the near-plane clipping issues, though. Is there any way to bypass that? I've gone through the project settings near-plane clipping setting and the camera settings, but a big chunk of the screen goes black (clipping) when I actually play the project. I did landscape and throw in some trees and such.
i dunno if that helps but for me (UE5.4) works ticking "auto calculate ortho planes", "update ortho planes" and "use camer height as view target" in Follow Camera -> Camera Settings bro. although i'm just a beginner and it was just me trying, compiling, reverting and trying something else lol :D i hope it'd be helpful after all those months tho lol
Hello, Thank you for this great tuto. I have a big issue with shadows. No more shadows (or just some but i dont understand why) :(. I understood that this was fixed but it seams not. Do you have the same issue ?
Anyone having issues with camera lag? Wont work with ortho cam. The world position is ignored. Also for some reason volumetrics wont get rendered on a ortho-camera.
круто конечно, но как сделать камеру плавной а не с телепортацией вокруг персонажа. урок хоть и хороший, но на деле это не применить, так как эта механика испортит погружение в игру.
Really really sorry for the drop in mic quality half way through, believe me it annoys me a lot. But I was still really happy with the video overall (minus some of the audio obviously) and thought the content was still good and useful. I've now bought a new mic which should be arriving soon.
video's still amazing
Thank you!
Don't worry dude, your tuts are the best
Dude nice! Glad to see they fixed the weird issue with the orthographic cam from UE4 where shadows didn't work, I'm working with 5.2 atm so I might try this haha
I think 5.2 doesn't work, I had to upgrade to 5.3 for shadows.
@@yazhifan8448 Ah gotcha, thanks for the heads up!
Thanks for the video. However, the whole switch part can be simplified a lot. Instead of setting the boom position and camera rotation, you could simply set the (relative) rotation on the boom directly and everything works with a little bit of math. E.g. (ignoring the 45° offset) increment or decrement the Camera Position (camera direction?), add 4 and mod (%) 4 (add & mod are optional, but keep the value in the 0 to 3 range), set Camera Position to the new value and multiply it by 90 to receive the Camera Offset and finally set relative boom rotation on the z axis. Nice side effect: just by changing the booms target arm length you can easily implement a push in/pull out (aka zoom) if needed.
Nice, I've been looking for something like this!
Thanks for making this tutorial sir! Looking forward to implementing it.
Okay just wanna say i love this and been looking for a tutorial like this forever becouse i would love to learn how to make a isomatric Shooter game like Project Zomboid so if in the future you could teach something like that on top of this that would be amazing. keep it up man :D
I'd love a Project Zomboid type of game without the item bloat or crafting
This is super helpful! Is there an advantage to moving one camera instead of using 4 different cameras and set target view with blend?
your videos are extremely helpful. Do you think you will make any videos on how to do some things in c++, or maybe just explaining when to use blueprints over c++?
Great tutorial! Would it be possible to smoothly transition between camera angles, maybe using a timeline or something?
Thanks for toturial, it help me more
This is really cool ! Thank you !
Great tutorial. Then, can you do a tutorial on creating Sonic-style loop mechanics, or generally 360 movement mechanics?
Reminds me of the game Hades
Hey I like this tutorial a lot! I would like to implament this into one of my games some day
Though, I have been trying to find a tutorial on a certain type of camera movement, which is kind of like a point and click style. You can't move, but The way to turn left, right, or to go down a hall or something, you have to click w to walk forward, and to turn you need to click A for left and D for right and then S to turn around and then W again to go forward again to go back to the original starting point
(edit) I did also notice you kind of already do this in the tutorial, but it isn't a smooth transition and I am sure I can figure it out by looking into this tutorial and other tutorials showing how to smoothen transitions to another camera or view. But still I would love to see your take on a tutorial of what I am asking for ^^
This would be like The Joy of Creation game where you can't move like a first person character should, but you have to use wasd to turn or move forward by hitting the keys once
The only tutorial I have found about this was on a UE4 version and I am having a real hard time trying to figure out a better way to implament it into my game that I want to make. I am still trying to find out how to do this, but if you know how to, I would love to see a tutorial on it
Thanks for making this tutorial! I'm wondering is there a way to set the background the same as a perspective camera (which can show Sky Atmosphere). It is all black now, it will also be helpful if I could set the background as a pure color instead of black. I'm developing a puzzle game which needs orthographic cameras from (1, 1, 1) to (-1, -1, - 1) all eight directions , and I hope these views can have the same background color.
For the love of god it took them a whole new version of the Engine to fix those damn dynamic shadows on Orthographic Camera, finally...
Do you know if the Post Processing works with the Orthographic Camera?
Thanks for the videos I've learned so much from watching. Any way you can do a inventory setup? I would love to learn and nobody teaches how, they just do it. Its confusing.
Any chance you could do a tutorial on a quick time event similar to the generator system in Dead by Daylight? I want to use that for a fishing mechanic but can't figure out widgets.
hey, thanks for the nice tutorial - which version are you wrking in? ortho camera seems to be broken in 5.2...
Is there a way to have it capture point lights? It doesnt for me
I'm trying to do it, but without characters, just a camera with a mini-map in the upper corner. my intention is to create an environment similar to games like beltmatic or shapez or even factorio. mostly 2d, top down, video-tutorial would be very useful for many beginners, I can't find concrete information even on google
Very cool. 👍
Thanks for the tutorial, there some way to make just expecific things to be ortographic
I don’t believe so no, you can only change which camera will have orthographic projection
So i have this system with my camera however my orthographic view makes the camera look grainy... anyone else having this issue?
Nice tutorial! So easy to understand. I have a question about the near-plane clipping issues, though. Is there any way to bypass that? I've gone through the project settings near-plane clipping setting and the camera settings, but a big chunk of the screen goes black (clipping) when I actually play the project. I did landscape and throw in some trees and such.
i dunno if that helps but for me (UE5.4) works ticking "auto calculate ortho planes", "update ortho planes" and "use camer height as view target" in Follow Camera -> Camera Settings bro.
although i'm just a beginner and it was just me trying, compiling, reverting and trying something else lol :D
i hope it'd be helpful after all those months tho lol
any idea on how i could use the orthographic camera and still have the skybox and volumetric fog still appear in scene?
Volumetrics should be fixed in 5.4 I believe, according to the roadmap. 5.3 ortho was still experimental.
Probably a dumb question but why choose an orthographic camera? For retro aesthetics?
isometric view point for certain game genres
Hello,
Thank you for this great tuto.
I have a big issue with shadows. No more shadows (or just some but i dont understand why) :(.
I understood that this was fixed but it seams not.
Do you have the same issue ?
Try upgrade to unreal 5.3
@@yazhifan8448 thank you for your answer but i am yet un 5.3... waiting 5.4 ;)
Can you zoom an ortho camera?
I'm back, I found out you can set the "Ortho Width" in the camera and perform a zoom effect with that.
Anyone having issues with camera lag? Wont work with ortho cam. The world position is ignored. Also for some reason volumetrics wont get rendered on a ortho-camera.
Does anyone know a fix to this occlusion that closer objects suffer???
It's dependent on the near clip plane, set it to a negative value to ensure it doesn't get clipped as near to the camera
you need to move the camera away
круто конечно, но как сделать камеру плавной а не с телепортацией вокруг персонажа. урок хоть и хороший, но на деле это не применить, так как эта механика испортит погружение в игру.
Bro its isometric
Free Palestine!
Relevant
free palestine from anglo saxons and zionists agression@@AlexusDKn
Israel.
Nope
@@Abcd-ti9wv Cope