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    Limit Camera Rotation

    Hi,

    i'm using the Third Person Blueprint Project and attached the Camera to the Head Bone to make a First Person Game, so you can walk in that Way where you look with your Mouse (Just like an FP Game works)
    The Movement itself Works, but i made a Climbing Mechanics and the Problem is when i'm hanging at the Ledge, i can Rotate the Camera 360 Degrees!
    How can i limit them to 180 Degrees?

    I allready tryed it but it does not work, any ideas?


    It is called from the Tick Event and the YawCamRotation Variable is set (Not the Tick Event) when i go into the Climb State (Look Direction to the Wall).

    Thanks

    Greetings
    Cybergebi
    Currently Working on a little Project called Vision Runner
    It's a First Person Parkour Game with an In-Game Map Editor.

    Check it out on Steam Greenlight
    http://steamcommunity.com/sharedfile.../?id=211681776

    #2
    Hello,
    This example is based on the Third Person Template.

    1) Make a new blueprint that extends PlayerController,
    2) in the World Settings change the Controller variable to the blueprint you just created

    Open up your Controller blueprint and use this method to clamp the rotation:




    Hopefully that should do it for you
    Last edited by real; 04-26-2014, 08:59 PM.

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      #3
      Originally posted by real View Post
      Hello,
      This example is based on the Third Person Template.

      1) Make a new blueprint that extends PlayerController,
      2) in the World Settings change the Controller variable to the blueprint you just created

      Open up your Controller blueprint and use this method to clamp the rotation:




      Hopefully that should do it for you
      Thanks, it's working
      Currently Working on a little Project called Vision Runner
      It's a First Person Parkour Game with an In-Game Map Editor.

      Check it out on Steam Greenlight
      http://steamcommunity.com/sharedfile.../?id=211681776

      Comment


        #4
        So does right clicking on the blueprint and choosing "Create Blueprint Based On This" Extend the blueprint or is that making a copy or instance of it?

        Comment


          #5
          How do you make it so the pawn will start rotating once the camera hits the limit? Right now this just makes it so the camera is limited, but you can no longer rotate.


          If I set this AND the UseControllerRotationYaw, it just rotates the pawn with the camera.
          Storyteller - An immersive VR audiobook player

          Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

          Comment


            #6
            I need the blueprint, the image link does not work !

            Thanks

            Comment

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