So, I’m new to Unreal & am using the beta for Datasmith. Using a first-person template gives me what I would think I’d want for a home walkthrough, i.e., a 6 ft high pov camera that I can move around. However, I don’t need the arms or gun & cannot seem to get rid of them. If I use just an empty level, I can pilot a camera but cannot keep the camera at a locked height like you would be normally walking around a space. Total noob question, but just getting started. Anyone direct me to the best practices for map types for interior walkthroughs? Thanks in advance.
You can actually delete the arm and weapon. Just make sure to delete the referenced blueprints and the key bindings, leaving just the moveforward, moveright, lookuprate and turnrate.
Other way around is just to make a character blueprint and add a camera to it, copy the movement input and set key bindings.
I believe in newer engine versions there is an architectural template, or at least an arch/viz pawn. Start your project with first person template, then in the world settings, where it says game mode override, click the down arrow and change default pawn class to ArchViz Character
Thanks, Ive tried both methods & stuck with just hiding the arms/gun for now. The arch-viz pawn method works but you move pretty slow.
You can speed that up, if you go to project settings and input, the move forward/right will have a scale value which will be 1, change that to 2 or whatever you want. You can do the same with the LookUp and LookRight inputs too. Although Im not sure if the look axis are slow because of camera lag in the pawn.
Also, as a general rule it would be better to multiply the scale value in your pawn rather than in settings, incase other things are using those inputs, the way I mentioned is just easier to do and explain.
Whichever method works best for you though