Simple Dynamic Camera (cont.)
- Exposure: public
- UE Version: 4.24
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1 comment
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This is the implementation of the CameraSetup in the PlayerController blueprint. The function is called in the PlayerCharacter blueprint in the event CameraChange from the previous blueprint example, and the event simply has a reference to the PlayerController blueprint and passes the values through. The Cast to BP_FixedCam is a cast to the previous blueprint example. This is to me, the most basic implementation of this system, and can be widely expanded and built upon. You should, for instance, make some checks to see if the player is occupying more than one camera area or not, to make sure you are not using the wrong camera (this can happen in the player switches back and forth between two or more very fast) and play an "area theme" for example. And that's about it, feel free to ask any questions. Cheers.
TelmoPereira
April 23, 2020, 1:56 am