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!