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Vertical Tilt Correction Solution!

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    Vertical Tilt Correction Solution!

    Hello everyone! I finally found a solution for Vertical Tilt which is pretty helpful when dealing with exterior architecture of tall buildings. The plugin Fantastic Perspective and a small blueprint helped me found a way to turn it on and off and modify the amount.

    Now is only running when hitting play on the sequence, I´m not quite sure how to make it available on the editor´s viewport. If someon have a tip about it, please share your comments.

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    #2
    https://forums.unrealengine.com/comm...-inside-editor

    This might be able to help you. It will pretty much require porting all the blueprint code from the original BP to the new Blutility, but when it's all finished, you should be able to run a "vertical perspective" function whenever you want.

    Let me know how it goes, it would be interesting to see if it works.

    Comment


      #3
      Hey estudioae are you sure everything is fine on the screenshots? I could swear I did everything like you did but somehow there is no difference in the camera tilt ((

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        #4
        Hi @Visometria. additional to this blueprint, you have to follow the step of the plugins. https://www.youtube.com/watch?v=tB2-...ature=youtu.be The idea of this blueprint is that you get a value opposite to the angle of the camera. Tell me if it works for you, if you want I can make a video explaining it...

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          #5
          estudioae I followed the video before but it won't work somehow. If you made a quick video of how you set it up that would be a life saver really and btw sorry for bothering you with a noob problem

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            #6


            I hope it helps
            regards

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              #7
              Ah thanks man, I just forgot to tick one little thing and that was it. Thanks a lot <3

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                #8
                the plugin itself doesn't work for me. using 4.18.3. just tried creating a completely new project (first person template). then assigned the local player in the gerneral settings and added the component to the character. tried a skew of 0.5, nothing changes when i click play
                Edit: you have to restart the editor after assigning the local player. now it works
                Last edited by schauk; 07-30-2018, 03:29 PM.

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                  #9
                  I just used it with the sequence. I think you just have to put the component to the scene (I use version 4.19.2)

                  Click image for larger version  Name:	Screenshot5.jpg Views:	1 Size:	281.6 KB ID:	1508893

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                    #10
                    Hey, sorry to re-open an old thread but how would I add this to a sequence so that I can control the perspective per-camera?

                    Edit: nevermind! Figured it out. Turns out I also hadn't re-started the editor after changing the local player.

                    What would be really nice is if there was a way to control it from sequencer without assigning it to a camera.
                    Last edited by DBOX_Sam; 03-12-2019, 08:03 AM.

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                      #11
                      is it possible to ignore some actors at runtime?

                      I mean i dont want to see the tilt for some actors.

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                        #12
                        The tilt shift is an effect on the camera, so it affects the resulting image as a whole. It doesn't distort the actors themselves, so I can't imagine there would be way to exclude actors. What exactly are you trying to achieve? Maybe there is an alternate solution...

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                          #13
                          To add to cwm83's reply, you could do some tricks in the material editor with world position offset to distort some actors depending on the camera or world position. Depends on what you want.

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                            #14
                            Hello sir, may i have your perspective setting parameter and values like your right image or god of war 4 game?

                            Thank you

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                              #15
                              in Twinmotion it can be done with one single click. Why is this so complicated? And Twinmotion is made with Unreal Engine.

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