blueprint

Simple Dynamic Camera

  • Exposure: public
  • UE Version: 4.24

TelmoPereira

April 23, 2020, 1:17 am

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1 comment

  • TelmoPereira

    April 23, 2020, 1:30 am

    This is a very simple Dynamic Camera System where you can place trigger volumes to switch between cameras, and you can choose a few options, like allowing the camera to follow a Spline path while looking at the player, and you can change the rotation and movement speeds, or disable them entirely, keeping the camera fixed. This a very simple starting point that can be greatly expanded upon, like disabling the "look" functionality and follow the rotation along the spline from point to point, allowing for some interesting angles. You can also implement a dolly zoom by interping between two FOV values using the distance along spline. The Blueprint is composed of two Splines: one to track the player (the Path spline) that stays on the ground, and the Camera "Rail" spline that the camera will follow. The "Get Player Character" node should be switched alongside both Branches on the Begin/End Overlap events by a Cast node of your PlayerCharacter blueprint, where the "ChangeCamera" function is implemented (it could also be in the player controller blueprint, I chose to do it like that because once I already have the Cast to PlayerCarachter nodes, I don't need to then reference the PlayerController blueprint). The Trigger volumes I chose to create an instance editable Actor reference variable so I can place Trigger Volumes in the world and shape them freely with the geometry editing tools, but you can change it to fit your needs.