I’m a relative newbie to Unreal, I know enough to get do the little bits I use it for (mainly rendering assets and using the level sequencer) but I’m a bit lost when it comes to things like Blueprints (and definitely can’t code C++)
However, I am very adept at Blender and Geometry Nodes in particular so the node-based workflow of Blueprints isn’t difficult for me to understand, more a case of I don’t know the specifics to do what I need.
I have a setup in Blender where a Camera is vertex parented to a tri, which is then manipluated with geometry nodes, meaning I can effectively control the location and rotation of the camera procedurally. I am using Altermesh to bring my geonodes setup through to UE 5.3, however struggling to replicate the same effect. In an ideal world I would like to be able to parent the Cine Camera to the actual face of my geometry that’s being affected by the Parameters created by Altermesh.
So far my method has been to create a blueprint with a Cine Camera, and use Set Relative Location in the Construction Script to move the camera. My issue is getting the actual location/rotation data of the Altermesh face into the Construction Script. Is anyone able to lend any assistance or thoughts?
Thanks!