It would be very useful to be able to set the target of the Fixed Point Camera, so we can follow players by default, but other creative props if we want to.
Also, the postprocessing effects that happens when moving (i.e. sliding) are always active while using the cameras. We could make use of a “turn off postprocessing” option while using cameras.
I second this! Currently using barriers or blocking volumes on each side to “fake” the effect of a true sidescroller makes it feel quite janky, as it’s easy for the character to run into the barrier and disrupt movement. I would love to be able to lock the movement axis and truly start making 2D games.
That is a really good point. Our plans for village don't currently feature any multiplayer as it didn't fit into the experience we wanted to craft. It's still early though so definitely something we could, and sounds like should revisit.
Our hope is to release it at some point as a sample project. I'm not entirely sure of the timeline for that, but I would love for the community to be able to open it up and see how it was put together for education and inspiration.
This is done with the Boundary setting on the Fixed Angle Camera device. Once you have the camera placed where you want it in the level, you can adjust the boundary Z Max setting and it will prevent the camera from moving higher than X(where X is the value you set) from the location the camera was initially placed. We actually have a boundary on the left (X Min) for that camera as well to prevent the camera from moving too far to the left. You can read more about it here as well : Learn how the Village sample island was built
We’re exploring ways to change the focus target on the new gameplay cameras. There are a few edge cases to consider, to make sure that we’re not boxing ourselves in technically or with upcoming properties and devices. It’s fun to think about all the cool things that could be done with this functionality though, and something we talk about internally on a regular basis.
This was disabled intentionally (though it looks like respawning can unintentionally enable it). There are some issues related to sprinting with the new cameras we wanted to work out before turning it on officially.
Yes! It feels good to be able to answer this question. The properties on the Third Person control device are a large part of the core system, which got us to *Early Access before the holidays. We’re continuing to invest in the device, focusing on both usability and functionality and will be following up with updates in the new year.
There are a couple less-than-ideal ways of achieving that now, including boxing the player into a confined space using invisible volumes. I recognize that there’s a lot more that goes into making a side scroller feel good though, and it’s a genre that we’re eager to see more of. Unfortunately, there’s also a lot of edge casing needed to do this right. While I can’t give you a firm answer on when or what this would look like, it’s definitely something we’re interested in and talk about regularly.
Yes, sprint was disabled for our initial release due to a few bugs that we didn’t have time to accommodate. We plan on updating the device with Sprint enabled, and a number of bugs fixed relating to mantling when using the Third Person Control device.
That is exactly what we did. There are volumes placed all over the level and we transition to different cameras upon entering and exiting. A few of the cameras (Behind the large building on the the north side of the village, the chicken wrangling zone, and behind the animal shop where the chickens are delivered) are volumes that take advantage the camera’s stacking and add the new camera at a higher priority, and remove it when the player exits that particular volume.
Yes, we are working hard to improve the Third Person Control device, which include properties relating to facing and manual aim. We see this as a pretty critical element, and are looking forward to some juicy updates like this in the new year.
There are a lot of cool experiences like what you’re describing, which we’re excited to explore. We don’t have anything like this being worked on right now, but talk about it regularly.
That’s actually exactly what we did. We chose a color scheme that ideally would look good even when washed out. It’s an overlay with an image behind a quiet button. For the image: we made a material instance of the M UI Shape Rectangle material, and adjusted the corner roundness parameters to 0.6.
Have you tried playing with the Distance setting on the Fixed Angle Device? That should work for setting zoom. The bit about the transition time is a known issue when transitioning back to the the normal fortnite camera we are looking into.
We’re interested in supporting building, but have a lot of edge cases to work through. The expectations shift a lot, based upon perspective and input, so the details of what this may look like are still up in the air.