Hey guys,
I am trying to set up a Dark Souls like camera in code. A video tutorial has been posted on the forum explaining it in blueprint (Can be found here). I am trying to mimic that behavior in code… but I’m stuck at around 19:30 of the video, when he finishes his initial rough version of the follow camera - it’s just not behaving right for me. This is the code:
float yaw = GetControlRotation().Yaw;
FRotator YawRotation = FRotator(0, yaw, 0);
FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X) * GetInputAxisValue("MoveForward");
FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y) * GetInputAxisValue("MoveRight");
FVector movementDirection = ForwardDirection + RightDirection;
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, movementDirection.Rotation().Euler().ToString());
FRotator DeltaRotator = movementDirection.Rotation() - GetControlRotation();
float deltaYaw = DeltaRotator.Yaw;
AddControllerYawInput(deltaYaw * DeltaTime);
Anyone know what I’m doing wrong? Thanks in advance!