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    Camera stay behind third person character

    How do I make a camera stay behind the player character? With only using one directional pad to go forward and back, and turn left and right. Keeping the camera behind.



    Do I need to make the turn controls only move the camera and then the character follow? Or can I just change a boolean setting?


    BaseCharacter.h

    Code:
    #pragma once
    
    #include "CoreMinimal.h"
    #include "GameFramework/Character.h"
    #include "Powerup.h"
    #include "GameFramework/SpringArmComponent.h"
    #include "Camera/CameraComponent.h"
    #include "BaseCharacter.generated.h"
    
    UCLASS(config = Game)
    class TPS2_API ABaseCharacter : public ACharacter
    {
        GENERATED_BODY()
    
        /** Camera boom positioning the camera behind the character */
        UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
        class USpringArmComponent* CameraBoom;
    
        /** Follow camera */
        UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
            class UCameraComponent* FollowCamera;
    
        //Arrow for determining forward direction
        UPROPERTY(EditDefaultsOnly, Category = "Base Character")
            UArrowComponent* TraceDirection;
    public:
        ABaseCharacter();
    
        /** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
        UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera)
            float BaseTurnRate;
    
        /** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
        UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera)
            float BaseLookUpRate;
    
    protected:
        // Called when the game starts or when spawned
        virtual void BeginPlay() override;
    
        /** Called for forwards/backward input */
        void MoveForward(float Value);
    
        /** Called for side to side input */
        void MoveRight(float Value);
    
        /**
         * Called via input to turn at a given rate.
         * @param Rate    This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
         */
        void TurnAtRate(float Rate);
    
        /**
         * Called via input to turn look up/down at a given rate.
         * @param Rate    This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
         */
        void LookUpAtRate(float Rate);
    
        /** Handler for when a touch input begins. */
        void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
    
        /** Handler for when a touch input stops. */
        void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
    
    protected:
        // APawn interface
        virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
        // End of APawn interface
    
    public:
        /** Returns CameraBoom subobject **/
        FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
        /** Returns FollowCamera subobject **/
        FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
    
        // Called every frame
        virtual void Tick(float DeltaTime) override;
    
    
    };

    BaseCharacter.cpp

    Code:
    #include "BaseCharacter.h"
    #include "TPS2.h"
    #include "PlatformerPlayerState.h"
    #include "Net/UnrealNetwork.h"
    #include "GameFramework/SpringArmComponent.h"
    #include "GameFramework/CharacterMovementComponent.h"
    #include "GameFramework/Controller.h"
    #include "Camera/CameraComponent.h"
    #include "Components/ArrowComponent.h"
    #include "Components/InputComponent.h"
    #include "Components/CapsuleComponent.h"
    #include "Components/SkeletalMeshComponent.h"
    #include "HeadMountedDisplayFunctionLibrary.h"
    
    
    //////////////////////////////////////////////////////////////////////////
    // ATP_ThirdPersonCharacter
    
    ABaseCharacter::ABaseCharacter() {
    
        // Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
        PrimaryActorTick.bCanEverTick = true;
    
        // Set size for collision capsule
        GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
    
        // set our turn rates for input
        BaseTurnRate = 45.f;
        BaseLookUpRate = 45.f;
    
        // Don't rotate when the controller rotates. Let that just affect the camera.
        bUseControllerRotationPitch = false;
        bUseControllerRotationYaw = false;
        bUseControllerRotationRoll = false;
    
        // Configure character movement
        GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...    
        GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
        GetCharacterMovement()->JumpZVelocity = 600.f;
        GetCharacterMovement()->AirControl = 0.2f;
    
        // Create a camera boom (pulls in towards the player if there is a collision)
        CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
        CameraBoom->SetupAttachment(RootComponent);
        CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character    
        CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
    
        // Create a follow camera
        FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
        FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
        FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
    
        // Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
        // are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)
    
        //Set up our forward direction
        TraceDirection = CreateDefaultSubobject<UArrowComponent>(FName("Trace Direction"));
        //attach to root
        TraceDirection->SetupAttachment(RootComponent);
    
        //set up basic network replication
        bReplicates = true;
        bAlwaysRelevant = true;
        //bReplicateMovement = true;
        SetReplicatingMovement(true);
    
    }
    
    void ABaseCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
    {
        Super::GetLifetimeReplicatedProps(OutLifetimeProps);
    
        //replicates to everyone
        DOREPLIFETIME(ABaseCharacter, bIsFiring);
    }
    
    // Called when the game starts or when spawned
    void ABaseCharacter::BeginPlay()
    {
        Super::BeginPlay();
        //set the spring arm behind our character
        CameraBoom->SetRelativeRotation(FQuat::MakeFromEuler(FVector(0, -25, 180)));
    }
    
    // Called every frame
    void ABaseCharacter::Tick(float DeltaTime)
    {
        Super::Tick(DeltaTime);
    
    }
    
    //////////////////////////////////////////////////////////////////////////
    // Input
    
    void ABaseCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
    {
        // Set up gameplay key bindings
        check(PlayerInputComponent);
        PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
        PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
        PlayerInputComponent->BindAction("UsePowerup", EInputEvent::IE_Pressed, this, &ABaseCharacter::UsePowerupStartClient);
    
        PlayerInputComponent->BindAxis("MoveForward", this, &ABaseCharacter::MoveForward);
        PlayerInputComponent->BindAxis("MoveRight", this, &ABaseCharacter::MoveRight);
    
        // We have 2 versions of the rotation bindings to handle different kinds of devices differently
        // "turn" handles devices that provide an absolute delta, such as a mouse.
        // "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
        PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
        PlayerInputComponent->BindAxis("TurnRate", this, &ABaseCharacter::TurnAtRate);
        PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
        PlayerInputComponent->BindAxis("LookUpRate", this, &ABaseCharacter::LookUpAtRate);
    
        // handle touch devices
        PlayerInputComponent->BindTouch(IE_Pressed, this, &ABaseCharacter::TouchStarted);
        PlayerInputComponent->BindTouch(IE_Released, this, &ABaseCharacter::TouchStopped);
    
    }
    
    void ABaseCharacter::TurnAtRate(float Rate)
    {
        // calculate delta for this frame from the rate information
        AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
    }
    
    void ABaseCharacter::LookUpAtRate(float Rate)
    {
        // calculate delta for this frame from the rate information
        AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
    }
    
    void ABaseCharacter::MoveForward(float Value)
    {
        if ((Controller != NULL) && (Value != 0.0f))
        {
            // find out which way is forward
            const FRotator Rotation = Controller->GetControlRotation();
            const FRotator YawRotation(0, Rotation.Yaw, 0);
    
            // get forward vector
            const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
            AddMovementInput(Direction, Value);
        }
    }
    
    void ABaseCharacter::MoveRight(float Value)
    {
        if ((Controller != NULL) && (Value != 0.0f))
        {
            // find out which way is right
            const FRotator Rotation = Controller->GetControlRotation();
            const FRotator YawRotation(0, Rotation.Yaw, 0);
    
            // get right vector
            const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
            // add movement in that direction
            AddMovementInput(Direction, Value);
        }
    }
    Last edited by ericj86; 02-25-2020, 09:24 PM.
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