Announcement

Collapse
No announcement yet.

ShooterGame Third/First Person Tutorial, Having trouble getting it to work!

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    ShooterGame Third/First Person Tutorial, Having trouble getting it to work!

    Has anybody recently followed this tutorial? https://wiki.unrealengine.com/Shoote...e_Third_Person

    I'm struggling to get it to work at all, I've followed it religiously, but no matter what I try I can't seem to not use the third person camera auto-magically. Is it compatible with 4.6?

    If not, anybody know a better way to go about this? Thanks

    #2
    That tut seems very complicated.. I use one model and one camera for both views, and a socket on the head which I attach camera to when I switch views (from CameraBoom).

    I can also scroll view by adjusting the TargetArmLength on CameraBoom and call the function to swap views when the arm length go below a certain treshold.

    If you still wanna use an FPS mesh for first person view, I guess there should be some way of hiding it, without disabling skeleton. Or you can just attach to FPS mesh in stead..

    EDIT: I also had a problem getting the view to work at game start. I had to move the function call that set the initial view from constructor to BeginPlay.
    Last edited by oasf; 12-19-2014, 09:07 PM.

    Comment


      #3
      Seems like you're right, I think I'm better off using an initial camera where the eyes are for FPS view, then swapping it's location based on the button I press. No matter what I do, the third-person camera is used by default.

      Strictly speaking I don't think I have any reason to replicate that behaviour either. I'll try a different approach, thanks!

      Comment


        #4
        Originally posted by TheJamsh View Post
        Seems like you're right, I think I'm better off using an initial camera where the eyes are for FPS view, then swapping it's location based on the button I press. No matter what I do, the third-person camera is used by default.

        Strictly speaking I don't think I have any reason to replicate that behaviour either. I'll try a different approach, thanks!
        I went through this tutorial today and it worked fine with 4.6.1 so you must have missed something out.

        Comment


          #5
          I was implementing it with my own code, but I went ahead and did a version of my own and it works a lot more reliably, so doesn't matter now

          Comment

          Working...
          X