Aiming a weapon

I’ve been experimenting with using a more top down camera for things like your classic ARPG/Diablo angle. Which I’ve managed to hack in by using an endlessly looping sequence that runs on start. Unfortunately I can only set waypoints until more advanced camera controls come later. But I’ve run into a couple other hurdles that are harder to overcome.

  • The player always fires to the middle of the camera view. Which makes sense and I can see why based on Fortnite, but it would be great to be able to override the aim vector.
  • The player seems to turn their body in 90 degree increments, which looks better, since player positioning wasn’t related to aiming, but once it is, it would be good to allow for a smoother rotation since “firing forward” would be the primary aiming method. It may not be necessary based on the first request, but right now, this idea wouldn’t work, since the aim would get pulled when you hit these 90 degree thresholds. So being able to set or move toward an orientation vector may be another useful feature.

Honestly, it would just be great to see more access to some of the basic variables under the covers. Understandably this is early days of a beta, so a lot is yet to come, but I’m hoping that’s a direction you go in. I think a lot of capabilities would kind of just “appear” if we can get at things in a way more similar to Unreal where the actors and components are exposed.

Thanks for reading!

@Megaspace Thank you for your feedback. While I cannot guarantee a response, I can confirm that this has been forwarded to the appropriate team.