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Making of a World of Warcraft camera

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    Making of a World of Warcraft camera

    Hello,

    So after a lot of research, I've done a code that is close to be like the camera of WoW, but only at 90% due to camera glitch from my code.

    I hope you guys can help me

    Use the "Third Person" template and apply this code inside the character blueprint:

    https://blueprintue.com/blueprint/-u40e7zn/
    Last edited by Haeath; 09-03-2019, 06:16 PM.

    #2
    I do not know if that's exactly what you're looking for, but what I'm doing to get a similar camera movement is to use the "use controller desired rotation". If the character moves so you can influence the rotation with the camera. If the velocity is below 10, the camera rotates around the character so that I can look at the character from the front.
    Attached Files
    Products: Damage, Stat and Resource System Support/Contact: Discord/E-mail
    Documentation: Synware

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      #3
      I didn't know about those variables can change the camera settings, that's great, now I can change the rotation rate of the character, thanks.

      But sadly, it doesn't resolve the camera glitch, else by changing the rotation rate, I was able to detect that AddMovementInput() is a wrong function to use to rotate the pawn on itself.

      Instead being in the rotation center, the character is deported like 20cm away and turn around while holding A/D.

      It's not a real body rotation, else I am aware of function as AddWorldRotation() but the animations doesn't work with.
      Last edited by Haeath; 09-04-2019, 04:55 AM.

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        #4
        Hello,

        I finally fixed all camera glitch since and now I just have the problem that view angle isn't stored when I am switching camera behavior:
        https://blueprintue.com/blueprint/vb_1abcg/

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